Build 0.17.11.0
This commit is contained in:
@@ -312,7 +312,7 @@ namespace Barotrauma
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public void DrawForeground(SpriteBatch spriteBatch)
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{
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if (Character is null || GameMain.IsSingleplayer) { return; }
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if (Character is null || !(GameMain.GameSession?.Campaign is MultiPlayerCampaign)) { return; }
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const int million = 1000000;
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int xfraction = (int)(HUDLayoutSettings.BottomRightInfoArea.Width * 0.2f);
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int yoffset = GUI.IntScale(6);
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>0.17.10.0</Version>
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<Version>0.17.11.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>0.17.10.0</Version>
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<Version>0.17.11.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>0.17.10.0</Version>
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<Version>0.17.11.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>0.17.10.0</Version>
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<Version>0.17.11.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>0.17.10.0</Version>
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<Version>0.17.11.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>0.17.10.0</Version>
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<Version>0.17.11.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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@@ -341,7 +341,7 @@ namespace Barotrauma
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if (levelData.HasBeaconStation && !levelData.IsBeaconActive)
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{
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var beaconMissionPrefabs = MissionPrefab.Prefabs.Where(m => m.Tags.Any(t => t.Equals("beaconnoreward", StringComparison.OrdinalIgnoreCase)));
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var beaconMissionPrefabs = MissionPrefab.Prefabs.Where(m => m.Tags.Any(t => t.Equals("beaconnoreward", StringComparison.OrdinalIgnoreCase))).OrderBy(m => m.UintIdentifier);
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if (beaconMissionPrefabs.Any())
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{
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Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
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@@ -354,7 +354,7 @@ namespace Barotrauma
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}
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if (levelData.HasHuntingGrounds)
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{
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var huntingGroundsMissionPrefabs = MissionPrefab.Prefabs.Where(m => m.Tags.Any(t => t.Equals("huntinggrounds", StringComparison.OrdinalIgnoreCase)));
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var huntingGroundsMissionPrefabs = MissionPrefab.Prefabs.Where(m => m.Tags.Any(t => t.Equals("huntinggrounds", StringComparison.OrdinalIgnoreCase))).OrderBy(m => m.UintIdentifier);
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if (!huntingGroundsMissionPrefabs.Any())
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{
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DebugConsole.AddWarning("Could not find a hunting grounds mission for the level. No mission with the tag \"huntinggrounds\" found.");
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@@ -397,11 +397,6 @@ namespace Barotrauma.Items.Components
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//Only add valid connections
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if (otherC.Grid != grid && (otherC.Grid == null || !Grids.ContainsKey(otherC.Grid.ID)) && ValidPowerConnection(c, otherC))
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{
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if (otherC.Item.Condition <= 0.0f)
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{
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continue;
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}
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otherC.Grid = grid; //Assigning ID early prevents unncessary adding to stack
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probeStack.Push(otherC);
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}
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@@ -665,7 +660,10 @@ namespace Barotrauma.Items.Components
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public static bool ValidPowerConnection(Connection conn1, Connection conn2)
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{
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return conn1.IsPower && conn2.IsPower && (conn1.Item.HasTag("junctionbox") || conn2.Item.HasTag("junctionbox") || conn1.Item.HasTag("dock") || conn2.Item.HasTag("dock") || conn1.IsOutput != conn2.IsOutput);
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return
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conn1.IsPower && conn2.IsPower &&
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conn1.Item.Condition > 0.0f && conn2.Item.Condition > 0.0f &&
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(conn1.Item.HasTag("junctionbox") || conn2.Item.HasTag("junctionbox") || conn1.Item.HasTag("dock") || conn2.Item.HasTag("dock") || conn1.IsOutput != conn2.IsOutput);
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}
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/// <summary>
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@@ -141,7 +141,7 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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if (Voltage > OverloadVoltage && CanBeOverloaded)
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if (Voltage > OverloadVoltage && CanBeOverloaded && item.Repairables.Any())
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{
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item.Condition = 0.0f;
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}
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@@ -957,7 +957,18 @@ namespace Barotrauma
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public PriceInfo GetPriceInfo(Location.StoreInfo store)
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{
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if (!store.Identifier.IsEmpty && StorePrices != null && StorePrices.TryGetValue(store.Identifier, out var storePriceInfo))
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if (store == null)
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{
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string message = $"Tried to get price info for \"{Identifier}\" with a null store parameter!\n{Environment.StackTrace.CleanupStackTrace()}";
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#if DEBUG
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DebugConsole.ShowError(message);
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#else
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DebugConsole.AddWarning(message);
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GameAnalyticsManager.AddErrorEventOnce("ItemPrefab.GetPriceInfo:StoreParameterNull", GameAnalyticsManager.ErrorSeverity.Error, message);
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#endif
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return null;
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}
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else if (!store.Identifier.IsEmpty && StorePrices != null && StorePrices.TryGetValue(store.Identifier, out var storePriceInfo))
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{
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return storePriceInfo;
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}
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@@ -153,7 +153,10 @@ namespace Barotrauma
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{
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Name = TextManager.GetWithVariable("wreckeditemformat", "[name]", Name);
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}
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Name = Name.Fallback(OriginalName);
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if (!string.IsNullOrEmpty(OriginalName))
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{
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Name = Name.Fallback(OriginalName);
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}
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var tags = new HashSet<Identifier>();
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string joinedTags = element.GetAttributeString("tags", "");
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@@ -1229,6 +1229,7 @@ namespace Barotrauma
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{
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if (!connectedSubs.Contains(item.Submarine)) { continue; }
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if (!item.HasTag("cargocontainer")) { continue; }
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if (item.NonInteractable || item.HiddenInGame) { continue; }
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var itemContainer = item.GetComponent<ItemContainer>();
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if (itemContainer == null) { continue; }
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int emptySlots = 0;
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@@ -1,3 +1,15 @@
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---------------------------------------------------------------------------------------------------------
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v0.17.11.0
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---------------------------------------------------------------------------------------------------------
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Fixes:
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- Fixed occasional crash when talking to an outpost merchant.
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- Fixed cargo missions putting cargo in non-interactable and hidden-in-game containers.
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- Don't show wallet info on character portrait in other multiplayer game modes than the campaign.
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- Fixed certainstructure names not showing up properly in the submarine editor in languages other than English.
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- Fixed relays that have "can be overloaded" set to true breaking when overloaded (should never happen because relays can't be repaired).
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- Fixed occasional mission mismatch errors in multiplayer when there's a hunting grounds or beacon mission in the level.
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---------------------------------------------------------------------------------------------------------
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v0.17.10.0
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---------------------------------------------------------------------------------------------------------
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