updated changelog, transparent debug console frame, stuff

This commit is contained in:
Regalis
2016-08-08 23:32:14 +03:00
parent 4713f59efb
commit d4338580c7
6 changed files with 73 additions and 4 deletions
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v0.4.2.0
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Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming
up in future updates!):
- Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can
be docked into each other
- the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance
to the main submarine
- parts of the submarine and characters inside them can be left behind in the single player mode
(and later salvaged if you wish to do so)
Multiplayer:
- fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which
caused severe syncing issues)
- fixed monster inventory syncing (although atm husks are the only monsters with an inventory)
- fixed server description box not being synced with clients
- search bar for server logs
- more server options
- fixed the occasional "queue empty" error messages when attempting to send submarine files to players
- characters can't be freely named anymore - they'll have the same name as the client
Items:
- items can be equipped/unequipped by double clicking
- longer railgun view distance
- changes to the logic that determines which item is being highlighted - now it's much easier to
select specific items in cramped subs
- highlighted items glow (so it's easier to see which item you're targeting in the dark)
- fixed an electricity bug that sometimes caused parts of the grid to not carry any power after
a junction box has been broken and repaired
- option to choose the output of a signal check component when the signal doesn't match
- fixed fire extinquishers
- item search bar in the submarine editor
- fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems
if the item happened to be a crate full of nitroglycerin)
- the mass of a submarine depends on its size - larger submarines require more force to move around
(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
steerable level)
- changes to depth damage logic: structures with more health need more pressure before they start taking
damage (i.e. submarines with thicker walls and no windows can go deeper)
- fixed flashes from explosions/sparks/flares occasionally ''staying on''
- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
- pathfinding bugfixes
- stunned characters can't move items in their inventory
- characters can run while grabbing/dragging someone
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v0.4.1.6
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