Build 0.18.1.0

This commit is contained in:
Markus Isberg
2022-05-13 22:55:07 +09:00
parent 7547a9b78a
commit d4f6f4cf88
32 changed files with 1263 additions and 25 deletions

View File

@@ -2425,7 +2425,8 @@ namespace Barotrauma
verificationTextTag: GameMain.GameSession == null ? "PauseMenuQuitVerificationEditor" : "PauseMenuQuitVerification",
action: () =>
{
GameMain.QuitToMainMenu(save: false);
// In the first campaign round we need to save the start items.
GameMain.QuitToMainMenu(save: GameMain.GameSession.GameMode is SinglePlayerCampaign campaign && campaign.IsFirstRound);
});
}
else

View File

@@ -290,7 +290,7 @@ namespace Barotrauma
public override void AddToGUIUpdateList(bool ignoreChildren = false, int order = 0)
{
base.AddToGUIUpdateList(ignoreChildren, order);
SubMenu?.AddToGUIUpdateList();
SubMenu?.AddToGUIUpdateList(order: 2);
}
public static void AddActiveToGUIUpdateList()
@@ -300,7 +300,7 @@ namespace Barotrauma
CurrentContextMenu = null;
}
CurrentContextMenu?.AddToGUIUpdateList();
CurrentContextMenu?.AddToGUIUpdateList(order: 2);
}
}
}

View File

@@ -67,7 +67,7 @@ namespace Barotrauma
this.frame = frame;
this.permissionIcon = permissionIcon;
character = client?.Character;
wasCharacterAlive = client.Character != null && !client.Character.IsDead;
wasCharacterAlive = client?.Character != null && !client.Character.IsDead;
}
public LinkedGUI(Character character, GUIFrame frame, GUITextBlock textBlock)
@@ -1253,8 +1253,8 @@ namespace Barotrauma
if (!hasMoneyPermissions && GameMain.Client?.ServerSettings is { } serverSettings)
{
transferAmountInput.MaxValueInt = Math.Min(maxValue, serverSettings.MaximumTransferRequest);
if (serverSettings.MaximumTransferRequest <= 0)
transferAmountInput.MaxValueInt = Math.Min(maxValue, serverSettings.MaximumMoneyTransferRequest);
if (serverSettings.MaximumMoneyTransferRequest <= 0)
{
transferAmountInput.Enabled = false;
transferAmountInput.ToolTip = TextManager.Get("wallettransferrequestdisabled");

View File

@@ -189,6 +189,9 @@ namespace Barotrauma.Tutorials
captain_mechanic.CanSpeak = captain_security.CanSpeak = captain_engineer.CanSpeak = false;
captain_mechanic.AIController.Enabled = captain_security.AIController.Enabled = captain_engineer.AIController.Enabled = false;
GameAnalyticsManager.AddDesignEvent("Tutorial:CaptainTutorial:Started");
GameAnalyticsManager.AddDesignEvent("Tutorial:Started");
}
public override IEnumerable<CoroutineStatus> UpdateState()
@@ -223,6 +226,7 @@ namespace Barotrauma.Tutorials
while (!HasOrder(captain_medic, "follow"));
SetDoorAccess(tutorial_submarineDoor, tutorial_submarineDoorLight, true);
RemoveCompletedObjective(0);
GameAnalyticsManager.AddDesignEvent("Tutorial:CaptainTutorial:Objective0");
// Submarine
do { yield return null; } while (!captain_enteredSubmarineSensor.MotionDetected);
@@ -238,6 +242,8 @@ namespace Barotrauma.Tutorials
//HighlightOrderOption("jobspecific");
} while (!HasOrder(captain_mechanic, "repairsystems") && !HasOrder(captain_mechanic, "repairmechanical") && !HasOrder(captain_mechanic, "repairelectrical"));
RemoveCompletedObjective(1);
GameAnalyticsManager.AddDesignEvent("Tutorial:CaptainTutorial:Objective1");
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(2, GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Command));
GameMain.GameSession.CrewManager.AddCharacter(captain_security);
@@ -250,6 +256,8 @@ namespace Barotrauma.Tutorials
}
while (!HasOrder(captain_security, "operateweapons"));
RemoveCompletedObjective(2);
GameAnalyticsManager.AddDesignEvent("Tutorial:CaptainTutorial:Objective2");
yield return new WaitForSeconds(4f, false);
TriggerTutorialSegment(3, GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Command));
GameMain.GameSession.CrewManager.AddCharacter(captain_engineer);
@@ -265,6 +273,8 @@ namespace Barotrauma.Tutorials
}
while (!HasOrder(captain_engineer, "operatereactor", "powerup"));
RemoveCompletedObjective(3);
GameAnalyticsManager.AddDesignEvent("Tutorial:CaptainTutorial:Objective3");
do { yield return null; } while (!tutorial_submarineReactor.IsActive); // Wait until reactor on
TriggerTutorialSegment(4);
while (ContentRunning) yield return null;
@@ -279,6 +289,8 @@ namespace Barotrauma.Tutorials
} while (Submarine.MainSub.DockedTo.Any());
captain_navConsole.UseAutoDocking = false;
RemoveCompletedObjective(4);
GameAnalyticsManager.AddDesignEvent("Tutorial:CaptainTutorial:Objective4");
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(5); // Navigate to destination
do
@@ -294,6 +306,8 @@ namespace Barotrauma.Tutorials
} while (captain_sonar.CurrentMode != Sonar.Mode.Active);
do { yield return null; } while (Vector2.Distance(Submarine.MainSub.WorldPosition, Level.Loaded.EndPosition) > 4000f);
RemoveCompletedObjective(5);
GameAnalyticsManager.AddDesignEvent("Tutorial:CaptainTutorial:Objective5");
captain_navConsole.UseAutoDocking = true;
yield return new WaitForSeconds(4f, false);
TriggerTutorialSegment(6); // Docking
@@ -303,13 +317,16 @@ namespace Barotrauma.Tutorials
yield return new WaitForSeconds(1.0f, false);
} while (!Submarine.MainSub.AtEndExit || !Submarine.MainSub.DockedTo.Any());
RemoveCompletedObjective(6);
GameAnalyticsManager.AddDesignEvent("Tutorial:CaptainTutorial:Objective6");
yield return new WaitForSeconds(3f, false);
GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.GetWithVariable("Captain.Radio.Complete", "[OUTPOSTNAME]", GameMain.GameSession.EndLocation.Name), ChatMessageType.Radio, null);
SetHighlight(captain_navConsole.Item, false);
SetHighlight(captain_sonar.Item, false);
SetHighlight(captain_statusMonitor, false);
captain.RemoveActiveObjectiveEntity(captain_navConsole.Item);
GameAnalyticsManager.AddDesignEvent("Tutorial:CaptainTutorial:Completed");
CoroutineManager.StartCoroutine(TutorialCompleted());
}

View File

@@ -198,6 +198,9 @@ namespace Barotrauma.Tutorials
Item reactorItem = Item.ItemList.Find(i => i.Submarine == Submarine.MainSub && i.GetComponent<Reactor>() != null);
reactorItem.GetComponent<Reactor>().AutoTemp = true;
GameAnalyticsManager.AddDesignEvent("Tutorial:DoctorTutorial:Started");
GameAnalyticsManager.AddDesignEvent("Tutorial:Started");
}
public override IEnumerable<CoroutineStatus> UpdateState()
@@ -281,6 +284,7 @@ namespace Barotrauma.Tutorials
SetHighlight(doctor_suppliesCabinet.Item, false);
RemoveCompletedObjective(0);
GameAnalyticsManager.AddDesignEvent("Tutorial:DoctorTutorial:Objective0");
yield return new WaitForSeconds(1.0f, false);
@@ -294,6 +298,7 @@ namespace Barotrauma.Tutorials
}
yield return null;
RemoveCompletedObjective(1);
GameAnalyticsManager.AddDesignEvent("Tutorial:DoctorTutorial:Objective1");
yield return new WaitForSeconds(1.0f, false);
TriggerTutorialSegment(2); //Treat self
while (doctor.CharacterHealth.GetAfflictionStrength("damage") > 0.01f)
@@ -311,6 +316,7 @@ namespace Barotrauma.Tutorials
}
RemoveCompletedObjective(2);
GameAnalyticsManager.AddDesignEvent("Tutorial:DoctorTutorial:Objective2");
SetDoorAccess(doctor_firstDoor, doctor_firstDoorLight, true);
while (CharacterHealth.OpenHealthWindow != null)
@@ -358,6 +364,7 @@ namespace Barotrauma.Tutorials
yield return new WaitForSeconds(1.0f, false);
}
RemoveCompletedObjective(3);
GameAnalyticsManager.AddDesignEvent("Tutorial:DoctorTutorial:Objective3");
SetHighlight(doctor_medBayCabinet.Item, true);
SetDoorAccess(doctor_thirdDoor, doctor_thirdDoorLight, true);
patient1.CharacterHealth.UseHealthWindow = true;
@@ -401,6 +408,7 @@ namespace Barotrauma.Tutorials
}
RemoveCompletedObjective(4);
GameAnalyticsManager.AddDesignEvent("Tutorial:DoctorTutorial:Objective4");
SetHighlight(patient1, false);
yield return new WaitForSeconds(1.0f, false);
@@ -442,6 +450,7 @@ namespace Barotrauma.Tutorials
yield return null;
}
RemoveCompletedObjective(5);
GameAnalyticsManager.AddDesignEvent("Tutorial:DoctorTutorial:Objective5");
SetHighlight(patient2, false);
doctor.RemoveActiveObjectiveEntity(patient2);
CoroutineManager.StopCoroutines("KeepPatient2Alive");
@@ -497,6 +506,7 @@ namespace Barotrauma.Tutorials
yield return new WaitForSeconds(1.0f, false);
}
RemoveCompletedObjective(6);
GameAnalyticsManager.AddDesignEvent("Tutorial:DoctorTutorial:Objective6");
foreach (var patient in subPatients)
{
SetHighlight(patient, false);
@@ -504,6 +514,7 @@ namespace Barotrauma.Tutorials
}
// END TUTORIAL
GameAnalyticsManager.AddDesignEvent("Tutorial:DoctorTutorial:Completed");
CoroutineManager.StartCoroutine(TutorialCompleted());
}

View File

@@ -244,6 +244,9 @@ namespace Barotrauma.Tutorials
engineer_submarineJunctionBox_2.Condition = 0f;
engineer_submarineJunctionBox_3.Indestructible = false;
engineer_submarineJunctionBox_3.Condition = 0f;
GameAnalyticsManager.AddDesignEvent("Tutorial:EngineerTutorial:Started");
GameAnalyticsManager.AddDesignEvent("Tutorial:Started");
}
public override IEnumerable<CoroutineStatus> UpdateState()
@@ -317,6 +320,7 @@ namespace Barotrauma.Tutorials
yield return null;
} while (!engineer_equipmentCabinet.Inventory.IsEmpty()); // Wait until looted
RemoveCompletedObjective(0);
GameAnalyticsManager.AddDesignEvent("Tutorial:EngineerTutorial:Objective0");
SetHighlight(engineer_equipmentCabinet.Item, false);
SetHighlight(engineer_reactor.Item, true);
SetDoorAccess(engineer_firstDoor, engineer_firstDoorLight, true);
@@ -352,6 +356,7 @@ namespace Barotrauma.Tutorials
yield return null;
} while (engineer_reactor.AvailableFuel == 0);
RemoveCompletedObjective(1);
GameAnalyticsManager.AddDesignEvent("Tutorial:EngineerTutorial:Objective1");
TriggerTutorialSegment(2);
CoroutineManager.StartCoroutine(ReactorOperatedProperly());
do
@@ -395,6 +400,7 @@ namespace Barotrauma.Tutorials
engineer.SelectedConstruction = null;
engineer_reactor.CanBeSelected = false;
RemoveCompletedObjective(2);
GameAnalyticsManager.AddDesignEvent("Tutorial:EngineerTutorial:Objective2");
SetHighlight(engineer_reactor.Item, false);
SetHighlight(engineer_brokenJunctionBox, true);
SetDoorAccess(engineer_secondDoor, engineer_secondDoorLight, true);
@@ -421,6 +427,7 @@ namespace Barotrauma.Tutorials
} while (repairableJunctionBoxComponent.IsBelowRepairThreshold); // Wait until repaired
SetHighlight(engineer_brokenJunctionBox, false);
RemoveCompletedObjective(3);
GameAnalyticsManager.AddDesignEvent("Tutorial:EngineerTutorial:Objective3");
SetDoorAccess(engineer_thirdDoor, engineer_thirdDoorLight, true);
for (int i = 0; i < engineer_disconnectedJunctionBoxes.Length; i++)
{
@@ -439,6 +446,7 @@ namespace Barotrauma.Tutorials
SetHighlight(engineer_disconnectedJunctionBoxes[i].Item, false);
}
RemoveCompletedObjective(4);
GameAnalyticsManager.AddDesignEvent("Tutorial:EngineerTutorial:Objective4");
do { yield return null; } while (engineer_workingPump.Item.CurrentHull.WaterPercentage > waterVolumeBeforeOpening); // Wait until drained
wiringActive = false;
SetDoorAccess(engineer_fourthDoor, engineer_fourthDoorLight, true);
@@ -465,6 +473,7 @@ namespace Barotrauma.Tutorials
do { CheckJunctionBoxHighlights(repairableJunctionBoxComponent1, repairableJunctionBoxComponent2, repairableJunctionBoxComponent3); yield return null; } while (repairableJunctionBoxComponent1.IsBelowRepairThreshold || repairableJunctionBoxComponent2.IsBelowRepairThreshold || repairableJunctionBoxComponent3.IsBelowRepairThreshold);
CheckJunctionBoxHighlights(repairableJunctionBoxComponent1, repairableJunctionBoxComponent2, repairableJunctionBoxComponent3);
RemoveCompletedObjective(5);
GameAnalyticsManager.AddDesignEvent("Tutorial:EngineerTutorial:Objective5");
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(6); // Powerup reactor
@@ -474,10 +483,12 @@ namespace Barotrauma.Tutorials
engineer.RemoveActiveObjectiveEntity(engineer_submarineReactor.Item);
SetHighlight(engineer_submarineReactor.Item, false);
RemoveCompletedObjective(6);
GameAnalyticsManager.AddDesignEvent("Tutorial:EngineerTutorial:Objective6");
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.Complete"), ChatMessageType.Radio, null);
yield return new WaitForSeconds(4f, false);
GameAnalyticsManager.AddDesignEvent("Tutorial:EngineerTutorial:Completed");
CoroutineManager.StartCoroutine(TutorialCompleted());
}

View File

@@ -290,6 +290,9 @@ namespace Barotrauma.Tutorials
mechanic_ballastPump_2 = Item.ItemList.Find(i => i.HasTag("mechanic_ballastpump_2")).GetComponent<Pump>();
mechanic_ballastPump_2.Item.Indestructible = false;
mechanic_ballastPump_2.Item.Condition = 0f;
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Started");
GameAnalyticsManager.AddDesignEvent("Tutorial:Started");
}
public override void Update(float deltaTime)
@@ -325,6 +328,7 @@ namespace Barotrauma.Tutorials
SetHighlight(mechanic_firstDoor.Item, false);
yield return new WaitForSeconds(1.5f, false);
RemoveCompletedObjective(0);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective0");
// Room 2
yield return new WaitForSeconds(0.0f, false);
@@ -368,6 +372,7 @@ namespace Barotrauma.Tutorials
SetHighlight(mechanic_equipmentCabinet.Item, false);
yield return new WaitForSeconds(1.5f, false);
RemoveCompletedObjective(1);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective1");
GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Mechanic.Radio.Breach"), ChatMessageType.Radio, null);
// Room 3
@@ -391,6 +396,8 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (WallHasDamagedSections(mechanic_brokenWall_1)); // Highlight until repaired
mechanic.RemoveActiveObjectiveEntity(mechanic_brokenWall_1);
RemoveCompletedObjective(2);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective2");
yield return new WaitForSeconds(1f, false);
TriggerTutorialSegment(3, GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Select)); // Pump objective
SetHighlight(mechanic_workingPump.Item, true);
@@ -408,6 +415,8 @@ namespace Barotrauma.Tutorials
SetHighlight(mechanic_workingPump.Item, false);
do { yield return null; } while (mechanic_brokenhull_1.WaterPercentage > waterVolumeBeforeOpening); // Unlock door once drained
RemoveCompletedObjective(3);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective3");
SetDoorAccess(mechanic_thirdDoor, mechanic_thirdDoorLight, true);
//TriggerTutorialSegment(11, GameSettings.CurrentConfig.KeyMap.Bindings[InputType.Select], GameSettings.CurrentConfig.KeyMap.Bindings[InputType.Up], GameSettings.CurrentConfig.KeyMap.Bindings[InputType.Down], GameSettings.CurrentConfig.KeyMap.Bindings[InputType.Select]); // Ladder objective
//do { yield return null; } while (!mechanic_ladderSensor.MotionDetected);
@@ -516,6 +525,8 @@ namespace Barotrauma.Tutorials
SetHighlight(mechanic_deconstructor.Item, false);
RemoveCompletedObjective(4);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective4");
yield return new WaitForSeconds(1f, false);
TriggerTutorialSegment(5); // Fabricate
SetHighlight(mechanic_fabricator.Item, true);
@@ -565,6 +576,7 @@ namespace Barotrauma.Tutorials
yield return null;
} while (mechanic.Inventory.FindItemByIdentifier("extinguisher".ToIdentifier()) == null); // Wait until extinguisher is created
RemoveCompletedObjective(5);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective5");
SetHighlight(mechanic_fabricator.Item, false);
SetDoorAccess(mechanic_fourthDoor, mechanic_fourthDoorLight, true);
@@ -574,6 +586,7 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (!mechanic_fire.Removed); // Wait until extinguished
yield return new WaitForSeconds(3f, false);
RemoveCompletedObjective(6);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective6");
if (mechanic.HasEquippedItem("extinguisher".ToIdentifier())) // do not trigger if dropped already
{
@@ -584,6 +597,7 @@ namespace Barotrauma.Tutorials
yield return null;
} while (mechanic.HasEquippedItem("extinguisher".ToIdentifier()));
RemoveCompletedObjective(7);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective7");
}
SetDoorAccess(mechanic_fifthDoor, mechanic_fifthDoorLight, true);
@@ -608,6 +622,7 @@ namespace Barotrauma.Tutorials
} while (!mechanic.HasEquippedItem("divingsuit".ToIdentifier(), slotType: InvSlotType.OuterClothes));
SetHighlight(mechanic_divingSuitContainer.Item, false);
RemoveCompletedObjective(8);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective8");
SetDoorAccess(tutorial_mechanicFinalDoor, tutorial_mechanicFinalDoorLight, true);
// Room 7
@@ -650,6 +665,7 @@ namespace Barotrauma.Tutorials
}
} while (repairablePumpComponent.IsBelowRepairThreshold || mechanic_brokenPump.FlowPercentage >= 0 || !mechanic_brokenPump.IsActive);
RemoveCompletedObjective(9);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective9");
SetHighlight(mechanic_brokenPump.Item, false);
do { yield return null; } while (mechanic_brokenhull_2.WaterPercentage > waterVolumeBeforeOpening);
SetDoorAccess(tutorial_submarineDoor, tutorial_submarineDoorLight, true);
@@ -674,9 +690,11 @@ namespace Barotrauma.Tutorials
do { CheckHighlights(repairablePumpComponent1, repairablePumpComponent2, repairableEngineComponent); yield return null; } while (repairablePumpComponent1.IsBelowRepairThreshold || repairablePumpComponent2.IsBelowRepairThreshold || repairableEngineComponent.IsBelowRepairThreshold);
CheckHighlights(repairablePumpComponent1, repairablePumpComponent2, repairableEngineComponent);
RemoveCompletedObjective(10);
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Objective10");
GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Mechanic.Radio.Complete"), ChatMessageType.Radio, null);
// END TUTORIAL
GameAnalyticsManager.AddDesignEvent("Tutorial:MechanicTutorial:Completed");
CoroutineManager.StartCoroutine(TutorialCompleted());
}

View File

@@ -251,6 +251,9 @@ namespace Barotrauma.Tutorials
officer_subSuperCapacitor_2 = Item.ItemList.Find(i => i.HasTag("officer_subsupercapacitor_2")).GetComponent<PowerContainer>();
officer_subAmmoShelf = Item.ItemList.Find(i => i.HasTag("officer_subammoshelf")).GetComponent<ItemContainer>();
SetDoorAccess(tutorial_submarineDoor, tutorial_submarineDoorLight, true);
GameAnalyticsManager.AddDesignEvent("Tutorial:OfficerTutorial:Started");
GameAnalyticsManager.AddDesignEvent("Tutorial:Started");
}
public override IEnumerable<CoroutineStatus> UpdateState()
@@ -310,6 +313,7 @@ namespace Barotrauma.Tutorials
yield return null;
} while (!officer_equipmentCabinet.Inventory.IsEmpty()); // Wait until looted
//RemoveCompletedObjective(segments[0]);
GameAnalyticsManager.AddDesignEvent("Tutorial:OfficerTutorial:Objective0");
SetHighlight(officer_equipmentCabinet.Item, false);
do { yield return null; } while (IsSelectedItem(officer_equipmentCabinet.Item));
TriggerTutorialSegment(1, GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Aim), GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Shoot)); // Equip melee weapon & armor
@@ -330,6 +334,7 @@ namespace Barotrauma.Tutorials
yield return new WaitForSeconds(1f, false);
} while (!officer.HasEquippedItem("stunbaton".ToIdentifier()) || !officer.HasEquippedItem("bodyarmor".ToIdentifier()) || !officer.HasEquippedItem("ballistichelmet1".ToIdentifier()));
RemoveCompletedObjective(1);
GameAnalyticsManager.AddDesignEvent("Tutorial:OfficerTutorial:Objective1");
SetDoorAccess(officer_firstDoor, officer_firstDoorLight, true);
// Room 3
@@ -338,6 +343,7 @@ namespace Barotrauma.Tutorials
officer_crawler = SpawnMonster("crawler", officer_crawlerSpawnPos);
do { yield return null; } while (!officer_crawler.IsDead);
RemoveCompletedObjective(2);
GameAnalyticsManager.AddDesignEvent("Tutorial:OfficerTutorial:Objective2");
Heal(officer);
yield return new WaitForSeconds(1f, false);
GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Officer.Radio.CrawlerDead"), ChatMessageType.Radio, null);
@@ -366,6 +372,8 @@ namespace Barotrauma.Tutorials
SetHighlight(officer_ammoShelf_1.Item, false);
SetHighlight(officer_ammoShelf_2.Item, false);
RemoveCompletedObjective(3);
GameAnalyticsManager.AddDesignEvent("Tutorial:OfficerTutorial:Objective3");
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(4, GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Select), GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Shoot), GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Deselect)); // Kill hammerhead
officer_hammerhead = SpawnMonster("hammerhead", officer_hammerheadSpawnPos);
@@ -401,6 +409,8 @@ namespace Barotrauma.Tutorials
Heal(officer);
SetHighlight(officer_coilgunPeriscope, false);
RemoveCompletedObjective(4);
GameAnalyticsManager.AddDesignEvent("Tutorial:OfficerTutorial:Objective4");
yield return new WaitForSeconds(1f, false);
GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Officer.Radio.HammerheadDead"), ChatMessageType.Radio, null);
SetDoorAccess(officer_thirdDoor, officer_thirdDoorLight, true);
@@ -451,6 +461,7 @@ namespace Barotrauma.Tutorials
yield return null;
} while (!shotGunChamber.Inventory.IsFull(takeStacksIntoAccount: true)); // Wait until all six harpoons loaded
RemoveCompletedObjective(5);
GameAnalyticsManager.AddDesignEvent("Tutorial:OfficerTutorial:Objective5");
SetHighlight(officer_rangedWeaponCabinet.Item, false);
SetDoorAccess(officer_fourthDoor, officer_fourthDoorLight, true);
@@ -461,6 +472,7 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (!officer_mudraptor.IsDead);
Heal(officer);
RemoveCompletedObjective(6);
GameAnalyticsManager.AddDesignEvent("Tutorial:OfficerTutorial:Objective6");
SetDoorAccess(tutorial_securityFinalDoor, tutorial_securityFinalDoorLight, true);
// Submarine
@@ -512,9 +524,11 @@ namespace Barotrauma.Tutorials
officer.RemoveActiveObjectiveEntity(officer_subAmmoBox_1);
officer.RemoveActiveObjectiveEntity(officer_subAmmoBox_2);
RemoveCompletedObjective(7);
GameAnalyticsManager.AddDesignEvent("Tutorial:OfficerTutorial:Objective7");
GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Officer.Radio.Complete"), ChatMessageType.Radio, null);
yield return new WaitForSeconds(4f, false);
GameAnalyticsManager.AddDesignEvent("Tutorial:OfficerTutorial:Completed");
CoroutineManager.StartCoroutine(TutorialCompleted());
}

View File

@@ -252,6 +252,8 @@ namespace Barotrauma.Tutorials
Character.Controlled = character = null;
Stop();
GameAnalyticsManager.AddDesignEvent("Tutorial:Died");
yield return new WaitForSeconds(3.0f);
var messageBox = new GUIMessageBox(TextManager.Get("Tutorial.TryAgainHeader"), TextManager.Get("Tutorial.TryAgain"), new LocalizedString[] { TextManager.Get("Yes"), TextManager.Get("No") });
@@ -273,6 +275,8 @@ namespace Barotrauma.Tutorials
Character.Controlled.ClearInputs();
Character.Controlled = null;
GameAnalyticsManager.AddDesignEvent("Tutorial:Completed");
yield return new WaitForSeconds(waitBeforeFade);
var endCinematic = new CameraTransition(Submarine.MainSub, GameMain.GameScreen.Cam, null, Alignment.Center, panDuration: fadeOutTime);

View File

@@ -1519,6 +1519,7 @@ namespace Barotrauma.Networking
serverSettings.LockAllDefaultWires = inc.ReadBoolean();
serverSettings.AllowRagdollButton = inc.ReadBoolean();
serverSettings.AllowLinkingWifiToChat = inc.ReadBoolean();
serverSettings.MaximumMoneyTransferRequest = inc.ReadInt32();
bool usingShuttle = GameMain.NetLobbyScreen.UsingShuttle = inc.ReadBoolean();
GameMain.LightManager.LosMode = (LosMode)inc.ReadByte();
bool includesFinalize = inc.ReadBoolean(); inc.ReadPadBits();

View File

@@ -635,7 +635,7 @@ namespace Barotrauma.Networking
GetPropertyData(nameof(TraitorsMinPlayerCount)).AssignGUIComponent(traitorsMinPlayerCount);
var maximumTransferAmount = CreateLabeledNumberInput(roundsTab, "serversettingsmaximumtransferrequest", 0, CampaignMode.MaxMoney, "serversettingsmaximumtransferrequesttooltip");
GetPropertyData(nameof(MaximumTransferRequest)).AssignGUIComponent(maximumTransferAmount);
GetPropertyData(nameof(MaximumMoneyTransferRequest)).AssignGUIComponent(maximumTransferAmount);
var lootedMoneyDestination = CreateLabeledDropdown(roundsTab, "serversettingslootedmoneydestination", numElements: 2, "serversettingslootedmoneydestinationtooltip");
lootedMoneyDestination.AddItem(TextManager.Get("lootedmoneydestination.bank"), LootedMoneyDestination.Bank);

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>0.18.0.0</Version>
<Version>0.18.1.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

View File

@@ -0,0 +1,208 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>0.18.0.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
<Configurations>Debug;Release;Unstable</Configurations>
<WarningsAsErrors>;NU1605;CS0114;CS0108CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
</PropertyGroup>
<!--
DebugLinux is configured to use .NET 6.0 so I can use Hot Reload while working on the game.
If you are running Linux and and have issues compiling in debug configurations remove the
<TargetFramework>net6.0</TargetFramework> and <LangVersion>8</LangVersion> elements under <PropertyGroup>.
- Markus
-->
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>DEBUG;TRACE;CLIENT;LINUX;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
<TargetFramework>net6.0</TargetFramework>
<LangVersion>8</LangVersion>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;DEBUG;CLIENT;LINUX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
<TargetFramework>net6.0</TargetFramework>
<LangVersion>8</LangVersion>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;CLIENT;LINUX;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|AnyCPU'">
<DefineConstants>TRACE;CLIENT;LINUX;USE_STEAM;UNSTABLE</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
<Optimize>true</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;CLIENT;LINUX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|x64'">
<DefineConstants>TRACE;CLIENT;LINUX;X64;USE_STEAM;UNSTABLE</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
<Optimize>true</Optimize>
</PropertyGroup>
<ItemGroup>
<Content Include="..\BarotraumaShared\**\*" CopyToOutputDirectory="PreserveNewest" />
<Content Remove="..\BarotraumaShared\**\*.cs" />
<Content Remove="..\BarotraumaShared\**\*.props" />
<Compile Include="..\BarotraumaShared\**\*.cs" />
</ItemGroup>
<ItemGroup>
<None Remove="freetype6.dll" />
<None Remove="soft_oal_x64.dll" />
<None Remove="x64\SDL2.dll" />
<None Remove="webm_mem_playback_x64.dll" />
<None Remove="libfreetype6.so" />
<None Remove="libopenal.so.1" />
<None Remove="libSDL2-2.0.so.0" />
<None Remove="webm_mem_playback_x64.so" />
<None Remove="libopenal.1.dylib" />
<None Remove="libSDL2-2.0.0.dylib" />
<None Remove="libwebm_mem_playback_x64.dylib" />
</ItemGroup>
<ItemGroup>
<Content Include="libfreetype6.so">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="libopenal.so.1">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="libSDL2-2.0.so.0">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="webm_mem_playback_x64.so">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\**\*">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<EmbeddedResource Include="Icon.bmp">
<LogicalName>Icon.bmp</LogicalName>
</EmbeddedResource>
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'!='Debug'">
<ProjectReference Include="..\..\Libraries\Concentus\CSharp\Concentus\Concentus.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Posix.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\MonoGame.Framework\Src\MonoGame.Framework\MonoGame.Framework.Linux.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\SharpFont\Source\SharpFont\SharpFont.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'=='Debug'">
<ProjectReference Include="..\..\Libraries\Concentus\CSharp\Concentus\Concentus.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Posix.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\MonoGame.Framework\Src\MonoGame.Framework\MonoGame.Framework.Linux.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\SharpFont\Source\SharpFont\SharpFont.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="NVorbis" Version="0.8.6" />
<PackageReference Include="RestSharp" Version="106.13.0" />
</ItemGroup>
<!-- Sourced from https://stackoverflow.com/a/45248069 -->
<Target Name="GetGitRevision" BeforeTargets="WriteGitRevision" Condition="'$(BuildHash)' == ''">
<PropertyGroup>
<!-- temp file for the git version (lives in "obj" folder)-->
<VerFile>$(IntermediateOutputPath)gitver</VerFile>
<BranchFile>$(IntermediateOutputPath)gitbranch</BranchFile>
</PropertyGroup>
<!-- write the hash to the temp file.-->
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD &gt; $(VerFile)" ContinueOnError="true">
<Output TaskParameter="exitcode" ItemName="exitcodes" />
</Exec>
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD --symbolic-full-name --abbrev-ref=strict &gt; $(BranchFile)" ContinueOnError="true" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(VerFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(BranchFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<!-- read the version into the GitVersion itemGroup-->
<ReadLinesFromFile File="$(VerFile)">
<Output TaskParameter="Lines" ItemName="GitVersion" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildHash>@(GitVersion)</BuildHash>
</PropertyGroup>
<!-- read the branch into the GitBranch itemGroup-->
<ReadLinesFromFile File="$(BranchFile)">
<Output TaskParameter="Lines" ItemName="GitBranch" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildBranch>@(GitBranch)</BuildBranch>
</PropertyGroup>
</Target>
<Target Name="WriteGitRevision" BeforeTargets="CoreCompile">
<!-- names the obj/.../CustomAssemblyInfo.cs file -->
<PropertyGroup>
<CustomAssemblyInfoFile>$(IntermediateOutputPath)CustomAssemblyInfo.cs</CustomAssemblyInfoFile>
</PropertyGroup>
<!-- includes the CustomAssemblyInfo for compilation into your project -->
<ItemGroup>
<Compile Include="$(CustomAssemblyInfoFile)" />
</ItemGroup>
<!-- defines the AssemblyMetadata attribute that will be written -->
<ItemGroup>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitRevision</_Parameter1>
<_Parameter2>$(BuildHash)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitBranch</_Parameter1>
<_Parameter2>$(BuildBranch)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>ProjectDir</_Parameter1>
<_Parameter2>$(ProjectDir)</_Parameter2>
</AssemblyAttributes>
</ItemGroup>
<!-- writes the attribute to the customAssemblyInfo file -->
<WriteCodeFragment Language="C#" OutputFile="$(CustomAssemblyInfoFile)" AssemblyAttributes="@(AssemblyAttributes)" />
</Target>
<PropertyGroup>
<GARuntime>linux-x64</GARuntime>
</PropertyGroup>
<Import Project="../BarotraumaShared/DeployGameAnalytics.props" />
</Project>

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>0.18.0.0</Version>
<Version>0.18.1.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

View File

@@ -0,0 +1,214 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>0.18.0.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
<Configurations>Debug;Release;Unstable</Configurations>
<WarningsAsErrors>;NU1605;CS0114;CS0108CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>TRACE;CLIENT;OSX;USE_STEAM;DEBUG;NETCOREAPP;NETCOREAPP3_0</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Mac</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;DEBUG;CLIENT;OSX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Mac\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;CLIENT;OSX;USE_STEAM;RELEASE;NETCOREAPP;NETCOREAPP3_0</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<DebugType></DebugType>
<OutputPath>..\bin\$(Configuration)Mac</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|AnyCPU'">
<DefineConstants>TRACE;CLIENT;OSX;USE_STEAM;RELEASE;NETCOREAPP;NETCOREAPP3_0;UNSTABLE</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<DebugType />
<OutputPath>..\bin\$(Configuration)Mac</OutputPath>
<Optimize>true</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;CLIENT;OSX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Mac\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|x64'">
<DefineConstants>TRACE;CLIENT;OSX;X64;USE_STEAM;UNSTABLE</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Mac\</OutputPath>
<Optimize>true</Optimize>
</PropertyGroup>
<ItemGroup>
<Content Include="..\BarotraumaShared\**\*" CopyToOutputDirectory="PreserveNewest" />
<Content Remove="..\BarotraumaShared\**\*.cs" />
<Content Remove="..\BarotraumaShared\**\*.props" />
<Compile Include="..\BarotraumaShared\**\*.cs" />
<Content Remove="..\BarotraumaShared\libsteam_api64.dylib" />
<Content Remove="..\BarotraumaShared\libsteam_api64.so" />
<Compile Update="..\BarotraumaShared\SharedSource\Prefabs\PrefabSelector.cs">
<Link>SharedSource\Prefabs\PrefabSelector.cs</Link>
</Compile>
<Compile Update="..\BarotraumaShared\SharedSource\Prefabs\PrefabCollectionSubset.cs">
<Link>SharedSource\Prefabs\PrefabCollectionSubset.cs</Link>
</Compile>
</ItemGroup>
<ItemGroup>
<None Remove="freetype6.dll" />
<None Remove="soft_oal_x64.dll" />
<None Remove="x64\SDL2.dll" />
<None Remove="webm_mem_playback_x64.dll" />
<None Remove="libfreetype6.so" />
<None Remove="libopenal.so.1" />
<None Remove="libSDL2-2.0.so.0" />
<None Remove="webm_mem_playback_x64.so" />
<None Remove="libopenal.1.dylib" />
<None Remove="libSDL2-2.0.0.dylib" />
<None Remove="libwebm_mem_playback_x64.dylib" />
</ItemGroup>
<ItemGroup>
<Content Include="libopenal.1.dylib">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="libSDL2-2.0.0.dylib">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="libwebm_mem_playback_x64.dylib">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\**\*">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<EmbeddedResource Include="Icon.bmp">
<LogicalName>Icon.bmp</LogicalName>
</EmbeddedResource>
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'!='Debug'">
<ProjectReference Include="..\..\Libraries\Concentus\CSharp\Concentus\Concentus.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Posix.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\SharpFont\Source\SharpFont\SharpFont.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\MonoGame.Framework\Src\MonoGame.Framework\MonoGame.Framework.MacOS.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'=='Debug'">
<ProjectReference Include="..\..\Libraries\Concentus\CSharp\Concentus\Concentus.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Posix.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\SharpFont\Source\SharpFont\SharpFont.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\MonoGame.Framework\Src\MonoGame.Framework\MonoGame.Framework.MacOS.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="NVorbis" Version="0.8.6" />
<PackageReference Include="RestSharp" Version="106.13.0" />
</ItemGroup>
<!-- Sourced from https://stackoverflow.com/a/45248069 -->
<ItemGroup>
<None Include="..\BarotraumaShared\libsteam_api64.dylib">
<Link>libsteam_api64.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
<ItemGroup>
<None Update="libfreetype6.dylib">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
<Target Name="GetGitRevision" BeforeTargets="WriteGitRevision" Condition="'$(BuildHash)' == ''">
<PropertyGroup>
<!-- temp file for the git version (lives in "obj" folder)-->
<VerFile>$(IntermediateOutputPath)gitver</VerFile>
<BranchFile>$(IntermediateOutputPath)gitbranch</BranchFile>
</PropertyGroup>
<!-- write the hash to the temp file.-->
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD &gt; $(VerFile)" ContinueOnError="true">
<Output TaskParameter="exitcode" ItemName="exitcodes" />
</Exec>
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD --symbolic-full-name --abbrev-ref=strict &gt; $(BranchFile)" ContinueOnError="true" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(VerFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(BranchFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<!-- read the version into the GitVersion itemGroup-->
<ReadLinesFromFile File="$(VerFile)">
<Output TaskParameter="Lines" ItemName="GitVersion" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildHash>@(GitVersion)</BuildHash>
</PropertyGroup>
<!-- read the branch into the GitBranch itemGroup-->
<ReadLinesFromFile File="$(BranchFile)">
<Output TaskParameter="Lines" ItemName="GitBranch" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildBranch>@(GitBranch)</BuildBranch>
</PropertyGroup>
</Target>
<Target Name="WriteGitRevision" BeforeTargets="CoreCompile">
<!-- names the obj/.../CustomAssemblyInfo.cs file -->
<PropertyGroup>
<CustomAssemblyInfoFile>$(IntermediateOutputPath)CustomAssemblyInfo.cs</CustomAssemblyInfoFile>
</PropertyGroup>
<!-- includes the CustomAssemblyInfo for compilation into your project -->
<ItemGroup>
<Compile Include="$(CustomAssemblyInfoFile)" />
</ItemGroup>
<!-- defines the AssemblyMetadata attribute that will be written -->
<ItemGroup>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitRevision</_Parameter1>
<_Parameter2>$(BuildHash)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitBranch</_Parameter1>
<_Parameter2>$(BuildBranch)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>ProjectDir</_Parameter1>
<_Parameter2>$(ProjectDir)</_Parameter2>
</AssemblyAttributes>
</ItemGroup>
<!-- writes the attribute to the customAssemblyInfo file -->
<WriteCodeFragment Language="C#" OutputFile="$(CustomAssemblyInfoFile)" AssemblyAttributes="@(AssemblyAttributes)" />
</Target>
<PropertyGroup>
<GARuntime>osx-x64</GARuntime>
</PropertyGroup>
<Import Project="../BarotraumaShared/DeployGameAnalytics.props" />
</Project>

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>0.18.0.0</Version>
<Version>0.18.1.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

View File

@@ -0,0 +1,237 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>0.18.0.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
<Configurations>Debug;Release;Unstable</Configurations>
<ApplicationManifest>app.manifest</ApplicationManifest>
<WarningsAsErrors>;NU1605;CS0114;CS0108CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>DEBUG;TRACE;CLIENT;WINDOWS;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;DEBUG;CLIENT;WINDOWS;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
<GenerateSerializationAssemblies>Auto</GenerateSerializationAssemblies>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;CLIENT;WINDOWS;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|AnyCPU'">
<DefineConstants>TRACE;CLIENT;WINDOWS;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
<Optimize>true</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;CLIENT;WINDOWS;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|x64'">
<DefineConstants>TRACE;CLIENT;WINDOWS;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
<Optimize>true</Optimize>
</PropertyGroup>
<ItemGroup>
<Content Include="..\BarotraumaShared\**\*" CopyToOutputDirectory="PreserveNewest" />
<Content Remove="..\BarotraumaShared\**\*.cs" />
<Content Remove="..\BarotraumaShared\**\*.props" />
<Compile Include="..\BarotraumaShared\**\*.cs" />
<Compile Update="..\BarotraumaShared\SharedSource\Steam\AuthTicket.cs">
<Link>SharedSource\Steam\AuthTicket.cs</Link>
</Compile>
<Compile Update="..\BarotraumaShared\SharedSource\Utils\Result.cs">
<Link>SharedSource\Utils\Result.cs</Link>
</Compile>
</ItemGroup>
<ItemGroup>
<None Remove="freetype6.dll" />
<None Remove="soft_oal_x64.dll" />
<None Remove="x64\SDL2.dll" />
<None Remove="webm_mem_playback_x64.dll" />
<None Remove="libfreetype6.so" />
<None Remove="libopenal.so.1" />
<None Remove="libSDL2-2.0.so.0" />
<None Remove="webm_mem_playback_x64.so" />
<None Remove="libopenal.1.dylib" />
<None Remove="libSDL2-2.0.0.dylib" />
<None Remove="libwebm_mem_playback_x64.dylib" />
</ItemGroup>
<ItemGroup>
<Content Include="freetype6.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="soft_oal_x64.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="x64\SDL2.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="webm_mem_playback_x64.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\**\*">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'!='Debug'">
<ProjectReference Include="..\..\Libraries\Concentus\CSharp\Concentus\Concentus.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Win64.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\MonoGame.Framework\Src\MonoGame.Framework\MonoGame.Framework.Windows.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\SharpFont\Source\SharpFont\SharpFont.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'=='Debug'">
<ProjectReference Include="..\..\Libraries\Concentus\CSharp\Concentus\Concentus.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Win64.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\MonoGame.Framework\Src\MonoGame.Framework\MonoGame.Framework.Windows.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\SharpFont\Source\SharpFont\SharpFont.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
</ItemGroup>
<ItemGroup>
<Folder Include="..\BarotraumaShared\SharedSource\Utils\Result">
<Link>SharedSource\Utils\Result</Link>
</Folder>
<Folder Include="Properties\" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="NVorbis" Version="0.8.6" />
<PackageReference Include="RestSharp" Version="106.13.0" />
</ItemGroup>
<ItemGroup>
<Content Update="..\BarotraumaShared\Content\Lights\divinghelmetlight.psd">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</Content>
<Content Update="..\BarotraumaShared\Content\Lights\light.psd">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</Content>
<Content Update="..\BarotraumaShared\Content\Lights\lightcone.psd">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</Content>
<Content Update="..\BarotraumaShared\Content\Lights\penumbra.psd">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</Content>
<Content Update="..\BarotraumaShared\Content\Map\BackgroundSmoke.psd">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</Content>
<Content Update="..\BarotraumaShared\Content\SplashScreens\Original\Splash_Daedalic.mp4">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</Content>
<Content Update="..\BarotraumaShared\Content\SplashScreens\Original\Splash_FF.mp4">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</Content>
<Content Update="..\BarotraumaShared\Content\SplashScreens\Original\Splash_UTG.mp4">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</Content>
</ItemGroup>
<!-- Sourced from https://stackoverflow.com/a/45248069 -->
<Target Name="GetGitRevision" BeforeTargets="WriteGitRevision" Condition="'$(BuildHash)' == ''">
<PropertyGroup>
<!-- temp file for the git version (lives in "obj" folder)-->
<VerFile>$(IntermediateOutputPath)gitver</VerFile>
<BranchFile>$(IntermediateOutputPath)gitbranch</BranchFile>
</PropertyGroup>
<!-- write the hash to the temp file.-->
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD &gt; $(VerFile)" ContinueOnError="true">
<Output TaskParameter="exitcode" ItemName="exitcodes" />
</Exec>
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD --symbolic-full-name --abbrev-ref=strict &gt; $(BranchFile)" ContinueOnError="true" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(VerFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(BranchFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<!-- read the version into the GitVersion itemGroup-->
<ReadLinesFromFile File="$(VerFile)">
<Output TaskParameter="Lines" ItemName="GitVersion" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildHash>@(GitVersion)</BuildHash>
</PropertyGroup>
<!-- read the branch into the GitBranch itemGroup-->
<ReadLinesFromFile File="$(BranchFile)">
<Output TaskParameter="Lines" ItemName="GitBranch" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildBranch>@(GitBranch)</BuildBranch>
</PropertyGroup>
</Target>
<Target Name="WriteGitRevision" BeforeTargets="CoreCompile">
<!-- names the obj/.../CustomAssemblyInfo.cs file -->
<PropertyGroup>
<CustomAssemblyInfoFile>$(IntermediateOutputPath)CustomAssemblyInfo.cs</CustomAssemblyInfoFile>
</PropertyGroup>
<!-- includes the CustomAssemblyInfo for compilation into your project -->
<ItemGroup>
<Compile Include="$(CustomAssemblyInfoFile)" />
</ItemGroup>
<!-- defines the AssemblyMetadata attribute that will be written -->
<ItemGroup>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitRevision</_Parameter1>
<_Parameter2>$(BuildHash)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitBranch</_Parameter1>
<_Parameter2>$(BuildBranch)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>ProjectDir</_Parameter1>
<_Parameter2>$(ProjectDir)</_Parameter2>
</AssemblyAttributes>
</ItemGroup>
<!-- writes the attribute to the customAssemblyInfo file -->
<WriteCodeFragment Language="C#" OutputFile="$(CustomAssemblyInfoFile)" AssemblyAttributes="@(AssemblyAttributes)" />
</Target>
<PropertyGroup>
<GARuntime>win-x64</GARuntime>
</PropertyGroup>
<Import Project="../BarotraumaShared/DeployGameAnalytics.props" />
</Project>

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>0.18.0.0</Version>
<Version>0.18.1.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>

View File

@@ -0,0 +1,156 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>0.18.0.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
<Configurations>Debug;Release;Unstable</Configurations>
<WarningsAsErrors>;NU1605;CS0114;CS0108CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
</PropertyGroup>
<!--
DebugLinux is configured to use .NET 6.0 so I can use Hot Reload while working on the game.
If you are running Linux and and have issues compiling in debug configurations remove the
<TargetFramework>net6.0</TargetFramework> elements under <PropertyGroup>:s.
- Markus
-->
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>DEBUG;TRACE;SERVER;LINUX;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
<TargetFramework>net6.0</TargetFramework>
<LangVersion>8</LangVersion>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;DEBUG;SERVER;LINUX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
<TargetFramework>net6.0</TargetFramework>
<LangVersion>8</LangVersion>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;SERVER;LINUX;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|AnyCPU'">
<DefineConstants>TRACE;SERVER;LINUX;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
<Optimize>true</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;SERVER;LINUX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|x64'">
<DefineConstants>TRACE;SERVER;LINUX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
<Optimize>true</Optimize>
</PropertyGroup>
<ItemGroup>
<Content Include="..\BarotraumaShared\**\*" CopyToOutputDirectory="PreserveNewest" />
<Content Remove="..\BarotraumaShared\**\*.cs" />
<Content Remove="..\BarotraumaShared\**\*.props" />
<Compile Include="..\BarotraumaShared\**\*.cs" />
<Content Include="DedicatedServer.exe" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'!='Debug'">
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Posix.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'=='Debug'">
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Posix.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="RestSharp" Version="106.13.0" />
</ItemGroup>
<!-- Sourced from https://stackoverflow.com/a/45248069 -->
<Target Name="GetGitRevision" BeforeTargets="WriteGitRevision" Condition="'$(BuildHash)' == ''">
<PropertyGroup>
<!-- temp file for the git version (lives in "obj" folder)-->
<VerFile>$(IntermediateOutputPath)gitver</VerFile>
<BranchFile>$(IntermediateOutputPath)gitbranch</BranchFile>
</PropertyGroup>
<!-- write the hash to the temp file.-->
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD &gt; $(VerFile)" ContinueOnError="true">
<Output TaskParameter="exitcode" ItemName="exitcodes" />
</Exec>
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD --symbolic-full-name --abbrev-ref=strict &gt; $(BranchFile)" ContinueOnError="true" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(VerFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(BranchFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<!-- read the version into the GitVersion itemGroup-->
<ReadLinesFromFile File="$(VerFile)">
<Output TaskParameter="Lines" ItemName="GitVersion" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildHash>@(GitVersion)</BuildHash>
</PropertyGroup>
<!-- read the branch into the GitBranch itemGroup-->
<ReadLinesFromFile File="$(BranchFile)">
<Output TaskParameter="Lines" ItemName="GitBranch" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildBranch>@(GitBranch)</BuildBranch>
</PropertyGroup>
</Target>
<Target Name="WriteGitRevision" BeforeTargets="CoreCompile">
<!-- names the obj/.../CustomAssemblyInfo.cs file -->
<PropertyGroup>
<CustomAssemblyInfoFile>$(IntermediateOutputPath)CustomAssemblyInfo.cs</CustomAssemblyInfoFile>
</PropertyGroup>
<!-- includes the CustomAssemblyInfo for compilation into your project -->
<ItemGroup>
<Compile Include="$(CustomAssemblyInfoFile)" />
</ItemGroup>
<!-- defines the AssemblyMetadata attribute that will be written -->
<ItemGroup>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitRevision</_Parameter1>
<_Parameter2>$(BuildHash)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitBranch</_Parameter1>
<_Parameter2>$(BuildBranch)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>ProjectDir</_Parameter1>
<_Parameter2>$(ProjectDir)</_Parameter2>
</AssemblyAttributes>
</ItemGroup>
<!-- writes the attribute to the customAssemblyInfo file -->
<WriteCodeFragment Language="C#" OutputFile="$(CustomAssemblyInfoFile)" AssemblyAttributes="@(AssemblyAttributes)" />
</Target>
</Project>

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>0.18.0.0</Version>
<Version>0.18.1.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>

View File

@@ -0,0 +1,157 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>0.18.0.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
<Configurations>Debug;Release;Unstable</Configurations>
<WarningsAsErrors>;NU1605;CS0114;CS0108CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>TRACE;SERVER;OSX;USE_STEAM;DEBUG;NETCOREAPP;NETCOREAPP3_0</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\DebugMac</OutputPath>
<ConsolePause>true</ConsolePause>
<CheckForOverflowUnderflow></CheckForOverflowUnderflow>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;DEBUG;SERVER;OSX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Mac\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;SERVER;OSX;USE_STEAM;RELEASE;NETCOREAPP;NETCOREAPP3_0</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<DebugType></DebugType>
<OutputPath>..\bin\ReleaseMac</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|AnyCPU'">
<DefineConstants>TRACE;SERVER;OSX;USE_STEAM;RELEASE;NETCOREAPP;NETCOREAPP3_0;UNSTABLE</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<DebugType />
<OutputPath>..\bin\ReleaseMac</OutputPath>
<Optimize>true</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;SERVER;OSX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Mac\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|x64'">
<DefineConstants>TRACE;SERVER;OSX;X64;USE_STEAM;UNSTABLE</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Mac\</OutputPath>
<Optimize>true</Optimize>
</PropertyGroup>
<ItemGroup>
<Content Include="..\BarotraumaShared\**\*" CopyToOutputDirectory="PreserveNewest" />
<Content Remove="..\BarotraumaShared\**\*.cs" />
<Content Remove="..\BarotraumaShared\**\*.props" />
<Compile Include="..\BarotraumaShared\**\*.cs" />
<Content Remove="..\BarotraumaShared\libsteam_api64.dylib" />
<Content Remove="..\BarotraumaShared\libsteam_api64.so" />
<Content Remove="DedicatedServer.exe" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'!='Debug'">
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Posix.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'=='Debug'">
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Posix.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="RestSharp" Version="106.13.0" />
</ItemGroup>
<!-- Sourced from https://stackoverflow.com/a/45248069 -->
<ItemGroup>
<None Include="..\BarotraumaShared\libsteam_api64.dylib">
<Link>libsteam_api64.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
<Target Name="GetGitRevision" BeforeTargets="WriteGitRevision" Condition="'$(BuildHash)' == ''">
<PropertyGroup>
<!-- temp file for the git version (lives in "obj" folder)-->
<VerFile>$(IntermediateOutputPath)gitver</VerFile>
<BranchFile>$(IntermediateOutputPath)gitbranch</BranchFile>
</PropertyGroup>
<!-- write the hash to the temp file.-->
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD &gt; $(VerFile)" ContinueOnError="true">
<Output TaskParameter="exitcode" ItemName="exitcodes" />
</Exec>
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD --symbolic-full-name --abbrev-ref=strict &gt; $(BranchFile)" ContinueOnError="true" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(VerFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(BranchFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<!-- read the version into the GitVersion itemGroup-->
<ReadLinesFromFile File="$(VerFile)">
<Output TaskParameter="Lines" ItemName="GitVersion" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildHash>@(GitVersion)</BuildHash>
</PropertyGroup>
<!-- read the branch into the GitBranch itemGroup-->
<ReadLinesFromFile File="$(BranchFile)">
<Output TaskParameter="Lines" ItemName="GitBranch" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildBranch>@(GitBranch)</BuildBranch>
</PropertyGroup>
</Target>
<Target Name="WriteGitRevision" BeforeTargets="CoreCompile">
<!-- names the obj/.../CustomAssemblyInfo.cs file -->
<PropertyGroup>
<CustomAssemblyInfoFile>$(IntermediateOutputPath)CustomAssemblyInfo.cs</CustomAssemblyInfoFile>
</PropertyGroup>
<!-- includes the CustomAssemblyInfo for compilation into your project -->
<ItemGroup>
<Compile Include="$(CustomAssemblyInfoFile)" />
</ItemGroup>
<!-- defines the AssemblyMetadata attribute that will be written -->
<ItemGroup>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitRevision</_Parameter1>
<_Parameter2>$(BuildHash)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitBranch</_Parameter1>
<_Parameter2>$(BuildBranch)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>ProjectDir</_Parameter1>
<_Parameter2>$(ProjectDir)</_Parameter2>
</AssemblyAttributes>
</ItemGroup>
<!-- writes the attribute to the customAssemblyInfo file -->
<WriteCodeFragment Language="C#" OutputFile="$(CustomAssemblyInfoFile)" AssemblyAttributes="@(AssemblyAttributes)" />
</Target>
</Project>

View File

@@ -930,7 +930,7 @@ namespace Barotrauma
{
if (transfer.Receiver is Some<ushort> { Value: var receiverId } && receiverId == sender.CharacterID)
{
if (transfer.Amount > GameMain.Server.ServerSettings.MaximumTransferRequest) { return; }
if (transfer.Amount > GameMain.Server.ServerSettings.MaximumMoneyTransferRequest) { return; }
GameMain.Server.Voting.StartTransferVote(sender, null, transfer.Amount, sender);
GameServer.Log($"{sender.Name} started a vote to transfer {transfer.Amount} mk from the bank.", ServerLog.MessageType.Money);
}

View File

@@ -2465,6 +2465,7 @@ namespace Barotrauma.Networking
msg.Write(serverSettings.LockAllDefaultWires);
msg.Write(serverSettings.AllowRagdollButton);
msg.Write(serverSettings.AllowLinkingWifiToChat);
msg.Write(serverSettings.MaximumMoneyTransferRequest);
msg.Write(IsUsingRespawnShuttle());
msg.Write((byte)serverSettings.LosMode);
msg.Write(includesFinalize); msg.WritePadBits();

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>0.18.0.0</Version>
<Version>0.18.1.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>

View File

@@ -0,0 +1,152 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>0.18.0.0</Version>
<Copyright>Copyright © FakeFish 2018-2022</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
<Configurations>Debug;Release;Unstable</Configurations>
<WarningsAsErrors>;NU1605;CS0114;CS0108CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>DEBUG;TRACE;SERVER;WINDOWS;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;DEBUG;SERVER;WINDOWS;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;SERVER;WINDOWS;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|AnyCPU'">
<DefineConstants>TRACE;SERVER;WINDOWS;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
<Optimize>true</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;SERVER;WINDOWS;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|x64'">
<DefineConstants>TRACE;SERVER;WINDOWS;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Windows\</OutputPath>
<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
<Optimize>true</Optimize>
</PropertyGroup>
<ItemGroup>
<Content Include="..\BarotraumaShared\**\*" CopyToOutputDirectory="PreserveNewest" />
<Content Remove="..\BarotraumaShared\**\*.cs" />
<Content Remove="..\BarotraumaShared\**\*.props" />
<Compile Include="..\BarotraumaShared\**\*.cs" />
<Content Remove="DedicatedServer.exe" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'!='Debug'">
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Win64.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'=='Debug'">
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Win64.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="RestSharp" Version="106.13.0" />
</ItemGroup>
<!-- Sourced from https://stackoverflow.com/a/45248069 -->
<Target Name="GetGitRevision" BeforeTargets="WriteGitRevision" Condition="'$(BuildHash)' == ''">
<PropertyGroup>
<!-- temp file for the git version (lives in "obj" folder)-->
<VerFile>$(IntermediateOutputPath)gitver</VerFile>
<BranchFile>$(IntermediateOutputPath)gitbranch</BranchFile>
</PropertyGroup>
<!-- write the hash to the temp file.-->
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD &gt; $(VerFile)" ContinueOnError="true">
<Output TaskParameter="exitcode" ItemName="exitcodes" />
</Exec>
<Exec Command="git -C $(ProjectDir) rev-parse --short HEAD --symbolic-full-name --abbrev-ref=strict &gt; $(BranchFile)" ContinueOnError="true" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(VerFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<Exec Command="echo GIT_UNAVAILABLE &gt; $(BranchFile)" Condition="'%(exitcodes.identity)'&gt;0" />
<!-- read the version into the GitVersion itemGroup-->
<ReadLinesFromFile File="$(VerFile)">
<Output TaskParameter="Lines" ItemName="GitVersion" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildHash>@(GitVersion)</BuildHash>
</PropertyGroup>
<!-- read the branch into the GitBranch itemGroup-->
<ReadLinesFromFile File="$(BranchFile)">
<Output TaskParameter="Lines" ItemName="GitBranch" />
</ReadLinesFromFile>
<!-- Set the BuildHash property to contain the GitVersion, if it wasn't already set.-->
<PropertyGroup>
<BuildBranch>@(GitBranch)</BuildBranch>
</PropertyGroup>
</Target>
<Target Name="WriteGitRevision" BeforeTargets="CoreCompile">
<!-- names the obj/.../CustomAssemblyInfo.cs file -->
<PropertyGroup>
<CustomAssemblyInfoFile>$(IntermediateOutputPath)CustomAssemblyInfo.cs</CustomAssemblyInfoFile>
</PropertyGroup>
<!-- includes the CustomAssemblyInfo for compilation into your project -->
<ItemGroup>
<Compile Include="$(CustomAssemblyInfoFile)" />
</ItemGroup>
<!-- defines the AssemblyMetadata attribute that will be written -->
<ItemGroup>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitRevision</_Parameter1>
<_Parameter2>$(BuildHash)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>GitBranch</_Parameter1>
<_Parameter2>$(BuildBranch)</_Parameter2>
</AssemblyAttributes>
<AssemblyAttributes Include="AssemblyMetadata">
<_Parameter1>ProjectDir</_Parameter1>
<_Parameter2>$(ProjectDir)</_Parameter2>
</AssemblyAttributes>
</ItemGroup>
<!-- writes the attribute to the customAssemblyInfo file -->
<WriteCodeFragment Language="C#" OutputFile="$(CustomAssemblyInfoFile)" AssemblyAttributes="@(AssemblyAttributes)" />
</Target>
</Project>

View File

@@ -18,11 +18,14 @@ namespace Barotrauma
bool skipMainSubs = GameMain.GameSession.GameMode is CampaignMode { IsFirstRound: false };
if (!skipMainSubs)
{
if (Submarine.MainSub is Submarine mainSub && mainSub.Info.IsPlayer)
{
SpawnStartItems(mainSub);
}
for (int i = 0; i < Submarine.MainSubs.Length; i++)
{
var sub = Submarine.MainSubs[i];
if (sub == null || sub.Info.InitialSuppliesSpawned) { continue; }
SpawnStartItems(sub);
var subs = sub.GetConnectedSubs().Where(s => s.TeamID == sub.TeamID);
CreateAndPlace(subs);
subs.ForEach(s => s.Info.InitialSuppliesSpawned = true);
@@ -79,7 +82,6 @@ namespace Barotrauma
return;
}
initialSpawnPos = spawnHull;
}
else
{

View File

@@ -388,7 +388,7 @@ namespace Barotrauma.Items.Components
IsActive = isActive;
}
public void SetRequiredItems(ContentXElement element)
public void SetRequiredItems(ContentXElement element, bool allowEmpty = false)
{
bool returnEmpty = false;
#if CLIENT
@@ -410,7 +410,7 @@ namespace Barotrauma.Items.Components
requiredItems[ri.Type].Add(ri);
}
}
else
else if (!allowEmpty)
{
DebugConsole.ThrowError("Error in item config \"" + item.ConfigFilePath + "\" - component " + GetType().ToString() + " requires an item with no identifiers.");
}

View File

@@ -301,8 +301,12 @@ namespace Barotrauma
/// </summary>
public enum LevelGenStage
{
LevelGenParams,
Size,
GenStart,
TunnelGen,
AbyssGen,
CaveGen,
VoronoiGen,
VoronoiGen2,
VoronoiGen3,
@@ -327,6 +331,11 @@ namespace Barotrauma
equalityCheckValues[stage] = Rand.Int(int.MaxValue, Rand.RandSync.ServerAndClient);
}
private void SetEqualityCheckValue(LevelGenStage stage, int value)
{
equalityCheckValues[stage] = value;
}
private void ClearEqualityCheckValues()
{
foreach (LevelGenStage stage in Enum.GetValues(typeof(LevelGenStage)))
@@ -445,6 +454,9 @@ namespace Barotrauma
}
GenerateEqualityCheckValue(LevelGenStage.GenStart);
SetEqualityCheckValue(LevelGenStage.LevelGenParams, unchecked((int)GenerationParams.UintIdentifier));
SetEqualityCheckValue(LevelGenStage.Size, borders.Width ^ borders.Height << 16);
GenerateEqualityCheckValue(LevelGenStage.TunnelGen);
LevelObjectManager = new LevelObjectManager();
@@ -582,10 +594,12 @@ namespace Barotrauma
}
int sideTunnelCount = Rand.Range(GenerationParams.SideTunnelCount.X, GenerationParams.SideTunnelCount.Y + 1, Rand.RandSync.ServerAndClient);
for (int j = 0; j < sideTunnelCount; j++)
{
if (mainPath.Nodes.Count < 4) { break; }
var validTunnels = Tunnels.FindAll(t => t.Type != TunnelType.Cave && t != startPath && t != endPath && t != endHole && t != abyssTunnel);
Tunnel tunnelToBranchOff = validTunnels[Rand.Int(validTunnels.Count, Rand.RandSync.ServerAndClient)];
if (tunnelToBranchOff == null) { tunnelToBranchOff = mainPath; }
@@ -600,7 +614,13 @@ namespace Barotrauma
CalculateTunnelDistanceField(null);
GenerateSeaFloorPositions();
GenerateEqualityCheckValue(LevelGenStage.AbyssGen);
GenerateAbyssArea();
GenerateEqualityCheckValue(LevelGenStage.CaveGen);
GenerateCaves(mainPath);
GenerateEqualityCheckValue(LevelGenStage.VoronoiGen);

View File

@@ -584,7 +584,9 @@ namespace Barotrauma
throw new InvalidOperationException("Level generation presets not found - using default presets");
}
var matchingLevelParams = LevelParams.Where(lp =>
var levelParamsOrdered = LevelParams.OrderBy(l => l.UintIdentifier);
var matchingLevelParams = levelParamsOrdered.Where(lp =>
lp.Type == type &&
(lp.AnyBiomeAllowed || lp.AllowedBiomeIdentifiers.Any()) &&
!lp.AllowedBiomeIdentifiers.Contains("None".ToIdentifier()));
@@ -598,11 +600,11 @@ namespace Barotrauma
if (!biome.IsEmpty)
{
//try to find params that at least have a suitable type
matchingLevelParams = LevelParams.Where(lp => lp.Type == type);
matchingLevelParams = levelParamsOrdered.Where(lp => lp.Type == type);
if (!matchingLevelParams.Any())
{
//still not found, give up and choose some params randomly
matchingLevelParams = LevelParams;
matchingLevelParams = levelParamsOrdered;
}
}
}

View File

@@ -911,7 +911,7 @@ namespace Barotrauma.Networking
public LootedMoneyDestination LootedMoneyDestination { get; set; }
[Serialize(999999, IsPropertySaveable.Yes)]
public int MaximumTransferRequest { get; set; }
public int MaximumMoneyTransferRequest { get; set; }
private int maxMissionCount = CampaignSettings.DefaultMaxMissionCount;

View File

@@ -1107,7 +1107,7 @@ namespace Barotrauma
itemComponent.requiredItems.Clear();
itemComponent.DisabledRequiredItems.Clear();
itemComponent.SetRequiredItems(element);
itemComponent.SetRequiredItems(element, allowEmpty: true);
break;
}
}

View File

@@ -1,3 +1,15 @@
---------------------------------------------------------------------------------------------------------
v0.18.1.0
---------------------------------------------------------------------------------------------------------
Unstable only:
- Fixed crashing when someone respawns while the tab menu is open.
- Fixed level equality errors in multiplayer game modes other than the campaign.
- Fixed headsets from pre-0.18 saves being unusable due to still having the battery requirement but no inventory to hold one.
- Fixed inability to put disposable diving suits in diving suit lockers.
- Fixed clients without money management permissions not being able to request money.
- Fixed context menus rendering behind the debug console.
---------------------------------------------------------------------------------------------------------
v0.18.0.0
---------------------------------------------------------------------------------------------------------
@@ -43,7 +55,7 @@ Changes and additions:
- Improved tooltips in the wallet menu to make their function more clear.
- Corpses can now be grabbed in singleplayer to loot money.
- Made the crew wallet menu update when the players permissions change.
- Prevented selling items from submarine containers tagged with "donttakeitems", instead of "donttakeitems".
- Prevented selling items from submarine containers tagged with "dontsellitems", instead of "donttakeitems".
- Removed merchant balance effect on item prices.
- Replaced "item sell value" with the location reputation effect on the store interface.