updated changelog, transparent debug console frame, stuff
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@@ -19,6 +19,6 @@
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<Self_CauseOfDeath.Suffocation>You have suffocated.</Self_CauseOfDeath.Suffocation>
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<Self_CauseOfDeath.Pressure>You have been crushed by water pressure.</Self_CauseOfDeath.Pressure>
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<Self_CauseOfDeath.Burn>You have burned to death.</Self_CauseOfDeath.Burn>
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<CauseOfDeath.Disconnected>You have been disconnected from the server.</CauseOfDeath.Disconnected>
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<Self_CauseOfDeath.Disconnected>You have been disconnected from the server.</Self_CauseOfDeath.Disconnected>
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</infotexts>
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@@ -193,6 +193,7 @@ namespace Barotrauma
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suicideButton.OnClicked = (button, userData) =>
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{
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GUIComponent.MouseOn = null;
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if (Character.Controlled != null)
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{
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Character.Controlled.Kill(Character.Controlled.CauseOfDeath);
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@@ -58,9 +58,12 @@ namespace Barotrauma
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frame.Color = Color.White * 0.4f;
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frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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listBox = new GUIListBox(new Rectangle(0,0,0, frame.Rect.Height-40), Color.Black*0.9f, GUI.Style, frame);
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listBox = new GUIListBox(new Rectangle(0, 0, 0, frame.Rect.Height - 40), Color.Black, GUI.Style, frame);
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listBox.Color = Color.Black * 0.7f;
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textBox = new GUITextBox(new Rectangle(0,0,0,20), Color.Black, Color.White, Alignment.BottomLeft, Alignment.Left, GUI.Style, frame);
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textBox.Color = Color.Black * 0.7f;
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textBox = new GUITextBox(new Rectangle(0,0,0,20), Color.Black*0.6f, Color.White, Alignment.BottomLeft, Alignment.Left, GUI.Style, frame);
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NewMessage("Press F3 to open/close the debug console", Color.Cyan);
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NewMessage("Enter ''help'' for a list of available console commands", Color.Cyan);
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@@ -84,6 +84,20 @@ namespace Barotrauma
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set { enabled = value; }
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}
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public override Color Color
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{
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get
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{
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return base.Color;
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}
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set
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{
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base.Color = value;
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frame.Color = value;
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}
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}
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public bool ScrollBarEnabled
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{
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get { return scrollBarEnabled; }
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@@ -413,7 +413,7 @@ namespace Barotrauma
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public static string SecondsToReadableTime(float seconds)
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{
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if (seconds <= 60.0f)
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if (seconds < 60.0f)
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{
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return (int)seconds + " s";
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}
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@@ -1,3 +1,54 @@
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---------------------------------------------------------------------------------------------------------
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v0.4.2.0
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---------------------------------------------------------------------------------------------------------
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Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming
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up in future updates!):
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- Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can
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be docked into each other
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- the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance
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to the main submarine
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- parts of the submarine and characters inside them can be left behind in the single player mode
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(and later salvaged if you wish to do so)
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Multiplayer:
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- fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which
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caused severe syncing issues)
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- fixed monster inventory syncing (although atm husks are the only monsters with an inventory)
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- fixed server description box not being synced with clients
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- search bar for server logs
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- more server options
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- fixed the occasional "queue empty" error messages when attempting to send submarine files to players
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- characters can't be freely named anymore - they'll have the same name as the client
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Items:
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- items can be equipped/unequipped by double clicking
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- longer railgun view distance
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- changes to the logic that determines which item is being highlighted - now it's much easier to
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select specific items in cramped subs
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- highlighted items glow (so it's easier to see which item you're targeting in the dark)
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- fixed an electricity bug that sometimes caused parts of the grid to not carry any power after
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a junction box has been broken and repaired
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- option to choose the output of a signal check component when the signal doesn't match
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- fixed fire extinquishers
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- item search bar in the submarine editor
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- fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems
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if the item happened to be a crate full of nitroglycerin)
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- the mass of a submarine depends on its size - larger submarines require more force to move around
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(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
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steerable level)
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- changes to depth damage logic: structures with more health need more pressure before they start taking
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damage (i.e. submarines with thicker walls and no windows can go deeper)
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- fixed flashes from explosions/sparks/flares occasionally ''staying on''
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- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
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- pathfinding bugfixes
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- stunned characters can't move items in their inventory
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- characters can run while grabbing/dragging someone
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---------------------------------------------------------------------------------------------------------
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v0.4.1.6
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---------------------------------------------------------------------------------------------------------
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