v0.13.0.11

This commit is contained in:
Juan Pablo Arce
2021-04-22 13:11:21 -03:00
parent 245b48c3a3
commit dde6212577
52 changed files with 3196 additions and 3507 deletions

View File

@@ -77,6 +77,12 @@ namespace Barotrauma
return RectTransform.IsParentOf(component.RectTransform, recursive);
}
public bool IsChildOf(GUIComponent component, bool recursive = true)
{
if (component == null) { return false; }
return RectTransform.IsChildOf(component.RectTransform, recursive);
}
public virtual void RemoveChild(GUIComponent child)
{
if (child == null) { return; }

View File

@@ -640,6 +640,12 @@ namespace Barotrauma
return children.Contains(rectT) || (recursive && children.Any(c => c.IsParentOf(rectT)));
}
public bool IsChildOf(RectTransform rectT, bool recursive = true)
{
if (Parent == null) { return false; }
return Parent == rectT || (recursive && Parent.IsChildOf(rectT));
}
public void ClearChildren()
{
children.ForEachMod(c => c.Parent = null);

View File

@@ -1290,7 +1290,8 @@ namespace Barotrauma
WasCommandInterfaceDisabledThisUpdate = false;
if (PlayerInput.KeyDown(InputType.Command) && (GUI.KeyboardDispatcher.Subscriber == null || GUI.KeyboardDispatcher.Subscriber == crewList) &&
if (PlayerInput.KeyDown(InputType.Command) &&
(GUI.KeyboardDispatcher.Subscriber == null || (GUI.KeyboardDispatcher.Subscriber is GUIComponent component && (component == crewList || component.IsChildOf(crewList)))) &&
commandFrame == null && !clicklessSelectionActive && CanIssueOrders && !(GameMain.GameSession?.Campaign?.ShowCampaignUI ?? false))
{
if (PlayerInput.KeyDown(Keys.LeftShift) || PlayerInput.KeyDown(Keys.RightShift))

View File

@@ -540,15 +540,16 @@ namespace Barotrauma.Items.Components
if (ShowProjectileIndicator)
{
Point slotSize = (Inventory.SlotSpriteSmall.size * Inventory.UIScale).ToPoint();
int spacing = 5;
Point spacing = new Point(GUI.IntScale(5), GUI.IntScale(20));
int slotsPerRow = Math.Min(availableAmmo.Count, 6);
int totalWidth = slotSize.X * slotsPerRow + spacing * (slotsPerRow - 1);
Point invSlotPos = new Point(GameMain.GraphicsWidth / 2 - totalWidth / 2, powerIndicator.Rect.Y - (int)(75 * GUI.Scale));
int totalWidth = slotSize.X * slotsPerRow + spacing.X * (slotsPerRow - 1);
int rows = (int)Math.Ceiling(availableAmmo.Count / (float)slotsPerRow);
Point invSlotPos = new Point(GameMain.GraphicsWidth / 2 - totalWidth / 2, powerIndicator.Rect.Y - (slotSize.Y + spacing.Y) * rows);
for (int i = 0; i < availableAmmo.Count; i++)
{
// TODO: Optimize? Creates multiple new objects per frame?
Inventory.DrawSlot(spriteBatch, null,
new VisualSlot(new Rectangle(invSlotPos + new Point((i % slotsPerRow) * (slotSize.X + spacing), (int)Math.Floor(i / (float)slotsPerRow) * (slotSize.Y + spacing)), slotSize)),
new VisualSlot(new Rectangle(invSlotPos + new Point((i % slotsPerRow) * (slotSize.X + spacing.X), (int)Math.Floor(i / (float)slotsPerRow) * (slotSize.Y + spacing.Y)), slotSize)),
availableAmmo[i], -1, true);
}
if (flashNoAmmo)

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>0.1300.0.10</Version>
<Version>0.13.0.11</Version>
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>0.1300.0.10</Version>
<Version>0.13.0.11</Version>
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

View File

@@ -61,9 +61,3 @@
/processorParam:DebugMode=Auto
/build:watershader.fx
#begin grainshader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:grainshader.fx

View File

@@ -61,9 +61,3 @@
/processorParam:DebugMode=Auto
/build:watershader_opengl.fx
#begin grainshader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:grainshader_opengl.fx

View File

@@ -1,28 +0,0 @@
// vim:ft=hlsl
//float4 baseColor;
float seed;
float nrand(float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233) * seed)) * 43758.5453);
}
float4 grain(float4 position : SV_POSITION, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 baseColor = { 1, 1, 1, 0.25 };
float4 color = baseColor * nrand(texCoord);
float2 center = { 0.5, 0.5 };
float2 diff = texCoord - center;
float alpha = diff.x * diff.x + diff.y * diff.y;
color.a = alpha;
return clr * color;
}
technique Grain
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 grain();
}
}

View File

@@ -1,28 +0,0 @@
// vim:ft=hlsl
//float4 baseColor;
float seed;
float nrand(float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233) * seed)) * 43758.5453);
}
float4 grain(float4 position : SV_POSITION, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 baseColor = { 1, 1, 1, 0.25 };
float4 color = baseColor * nrand(texCoord);
float2 center = { 0.5, 0.5 };
float2 diff = texCoord - center;
float alpha = diff.x * diff.x + diff.y * diff.y;
color.a = alpha;
return clr * color;
}
technique Grain
{
pass Pass1
{
PixelShader = compile ps_3_0 grain();
}
}

View File

@@ -26,8 +26,6 @@ sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; }
Texture2D xLosTexture;
sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
float xLosAlpha;
float4 xColor;
float4 mainPS(VertexShaderOutput input) : COLOR0
@@ -41,7 +39,7 @@ float4 mainPS(VertexShaderOutput input) : COLOR0
sampleColor.r * xColor.r,
sampleColor.g * xColor.g,
sampleColor.b * xColor.b,
obscureAmount * xLosAlpha);
obscureAmount);
return outColor;
}

View File

@@ -26,8 +26,6 @@ sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; }
Texture xLosTexture;
sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
float xLosAlpha;
float4 xColor;
float4 mainPS(VertexShaderOutput input) : COLOR0
@@ -41,7 +39,7 @@ float4 mainPS(VertexShaderOutput input) : COLOR0
sampleColor.r * xColor.r,
sampleColor.g * xColor.g,
sampleColor.b * xColor.b,
obscureAmount * xLosAlpha);
obscureAmount);
return outColor;
}

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>0.1300.0.10</Version>
<Version>0.13.0.11</Version>
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

View File

@@ -1,62 +1,62 @@
<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="MyApplication.app"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on
and is designed to work with. Uncomment the appropriate elements
and Windows will automatically select the most compatible environment. -->
<!-- Windows Vista -->
<!--<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />-->
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<!-- Indicates that the application is DPI-aware and will not be automatically scaled by Windows at higher
DPIs. Windows Presentation Foundation (WPF) applications are automatically DPI-aware and do not need
to opt in. Windows Forms applications targeting .NET Framework 4.6 that opt into this setting, should
also set the 'EnableWindowsFormsHighDpiAutoResizing' setting to 'true' in their app.config. -->
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
</windowsSettings>
</application>
<!-- Enable themes for Windows common controls and dialogs (Windows XP and later) -->
<!--
<dependency>
<dependentAssembly>
<assemblyIdentity
type="win32"
name="Microsoft.Windows.Common-Controls"
version="6.0.0.0"
processorArchitecture="*"
publicKeyToken="6595b64144ccf1df"
language="*"
/>
</dependentAssembly>
</dependency>
-->
</assembly>
<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="MyApplication.app"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on
and is designed to work with. Uncomment the appropriate elements
and Windows will automatically select the most compatible environment. -->
<!-- Windows Vista -->
<!--<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />-->
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<!-- Indicates that the application is DPI-aware and will not be automatically scaled by Windows at higher
DPIs. Windows Presentation Foundation (WPF) applications are automatically DPI-aware and do not need
to opt in. Windows Forms applications targeting .NET Framework 4.6 that opt into this setting, should
also set the 'EnableWindowsFormsHighDpiAutoResizing' setting to 'true' in their app.config. -->
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
</windowsSettings>
</application>
<!-- Enable themes for Windows common controls and dialogs (Windows XP and later) -->
<!--
<dependency>
<dependentAssembly>
<assemblyIdentity
type="win32"
name="Microsoft.Windows.Common-Controls"
version="6.0.0.0"
processorArchitecture="*"
publicKeyToken="6595b64144ccf1df"
language="*"
/>
</dependentAssembly>
</dependency>
-->
</assembly>

View File

@@ -1,139 +1,139 @@
<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>0.1300.0.10</Version>
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
<Configurations>Debug;Release;Unstable</Configurations>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>DEBUG;TRACE;SERVER;LINUX;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;DEBUG;SERVER;LINUX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</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>
</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>
</PropertyGroup>
<ItemGroup>
<Content Include="..\BarotraumaShared\**\*" CopyToOutputDirectory="PreserveNewest" />
<Content Remove="..\BarotraumaShared\**\*.cs" />
<Compile Include="..\BarotraumaShared\**\*.cs" />
<Content Include="DedicatedServer.exe" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)'!='Debug'">
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Posix.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\GameAnalytics\GA_SDK_NETSTANDARD\GA_SDK_NETSTANDARD.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Release" />
</ItemGroup>
<ItemGroup Condition="'$(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\GameAnalytics\GA_SDK_NETSTANDARD\GA_SDK_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>
<!-- 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="$(CustomAssemblyInfoFile)" AssemblyAttributes="@(AssemblyAttributes)" />
</Target>
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>0.13.0.11</Version>
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
<Configurations>Debug;Release;Unstable</Configurations>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>DEBUG;TRACE;SERVER;LINUX;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;DEBUG;SERVER;LINUX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;SERVER;LINUX;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|AnyCPU'">
<DefineConstants>TRACE;SERVER;LINUX;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;SERVER;LINUX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Unstable|x64'">
<DefineConstants>TRACE;SERVER;LINUX;X64;USE_STEAM</DefineConstants>
<PlatformTarget>x64</PlatformTarget>
<OutputPath>..\bin\$(Configuration)Linux\</OutputPath>
</PropertyGroup>
<ItemGroup>
<Content Include="..\BarotraumaShared\**\*" CopyToOutputDirectory="PreserveNewest" />
<Content Remove="..\BarotraumaShared\**\*.cs" />
<Compile Include="..\BarotraumaShared\**\*.cs" />
<Content Include="DedicatedServer.exe" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<ItemGroup Condition="'$(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\GameAnalytics\GA_SDK_NETSTANDARD\GA_SDK_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="'$(Configuration)'=='Debug'">
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.Posix.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\GameAnalytics\GA_SDK_NETSTANDARD\GA_SDK_NETSTANDARD.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
</ItemGroup>
<!-- Sourced from https://stackoverflow.com/a/45248069 -->
<Target Name="GetGitRevision" BeforeTargets="WriteGitRevision" Condition="'$(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

@@ -1,152 +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>0.1300.0.10</Version>
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
<ReleaseVersion>0.9.0.0</ReleaseVersion>
<Configurations>Debug;Release;Unstable</Configurations>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<CheckForOverflowUnderflow></CheckForOverflowUnderflow>
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<ItemGroup>
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<Content Remove="..\BarotraumaShared\**\*.cs" />
<Compile Include="..\BarotraumaShared\**\*.cs" />
<Content Remove="..\BarotraumaShared\libsteam_api64.dylib" />
<Content Remove="..\BarotraumaShared\libsteam_api64.so" />
<Content Remove="DedicatedServer.exe" />
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<!-- temp file for the git version (lives in "obj" folder)-->
<VerFile>$(IntermediateOutputPath)gitver</VerFile>
<BranchFile>$(IntermediateOutputPath)gitbranch</BranchFile>
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<PropertyGroup>
<BuildBranch>@(GitBranch)</BuildBranch>
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<Target Name="WriteGitRevision" BeforeTargets="CoreCompile">
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<ItemGroup>
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<WriteCodeFragment Language="C#" OutputFile="$(CustomAssemblyInfoFile)" AssemblyAttributes="@(AssemblyAttributes)" />
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<PropertyGroup>
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<TargetFramework>netcoreapp3.1</TargetFramework>
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>0.13.0.11</Version>
<Copyright>Copyright © FakeFish 2018-2020</Copyright>
<Platforms>AnyCPU;x64</Platforms>
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<!-- temp file for the git version (lives in "obj" folder)-->
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<PropertyGroup>
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<Target Name="WriteGitRevision" BeforeTargets="CoreCompile">
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<WriteCodeFragment Language="C#" OutputFile="$(CustomAssemblyInfoFile)" AssemblyAttributes="@(AssemblyAttributes)" />
</Target>
</Project>

View File

@@ -141,10 +141,10 @@ namespace Barotrauma.Networking
GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning);
RespawnCharacters();
Vector2 spawnPos = FindSpawnPos();
RespawnCharacters(spawnPos);
CoroutineManager.StopCoroutines("forcepos");
Vector2 spawnPos = FindSpawnPos();
if (spawnPos.Y > Level.Loaded.Size.Y)
{
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos");
@@ -163,7 +163,7 @@ namespace Barotrauma.Networking
GameServer.Log("Respawning everyone in main sub.", ServerLog.MessageType.Spawning);
GameMain.Server.CreateEntityEvent(this);
RespawnCharacters();
RespawnCharacters(null);
}
}
@@ -244,7 +244,7 @@ namespace Barotrauma.Networking
}
}
partial void RespawnCharactersProjSpecific()
partial void RespawnCharactersProjSpecific(Vector2? shuttlePos)
{
var respawnSub = RespawnShuttle ?? Submarine.MainSub;
@@ -293,10 +293,21 @@ namespace Barotrauma.Networking
//(in order to give them appropriate ID card tags)
var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
ItemPrefab divingSuitPrefab = MapEntityPrefab.Find(null, "divingsuit") as ItemPrefab;
ItemPrefab oxyPrefab = MapEntityPrefab.Find(null, "oxygentank") as ItemPrefab;
ItemPrefab scooterPrefab = MapEntityPrefab.Find(null, "underwaterscooter") as ItemPrefab;
ItemPrefab batteryPrefab = MapEntityPrefab.Find(null, "batterycell") as ItemPrefab;
ItemPrefab divingSuitPrefab = null;
if ((shuttlePos != null && Level.Loaded.GetRealWorldDepth(shuttlePos.Value.Y) > Level.DefaultRealWorldCrushDepth) ||
Level.Loaded.GetRealWorldDepth(Submarine.MainSub.WorldPosition.Y) > Level.DefaultRealWorldCrushDepth)
{
divingSuitPrefab = ItemPrefab.Prefabs.FirstOrDefault(it => it.Tags.Any(t => t.Equals("respawnsuitdeep", StringComparison.OrdinalIgnoreCase)));
}
if (divingSuitPrefab == null)
{
divingSuitPrefab =
ItemPrefab.Prefabs.FirstOrDefault(it => it.Tags.Any(t => t.Equals("respawnsuit", StringComparison.OrdinalIgnoreCase))) ??
ItemPrefab.Find(null, "divingsuit");
}
ItemPrefab oxyPrefab = ItemPrefab.Find(null, "oxygentank");
ItemPrefab scooterPrefab = ItemPrefab.Find(null, "underwaterscooter");
ItemPrefab batteryPrefab = ItemPrefab.Find(null, "batterycell");
var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo);

View File

@@ -1,147 +1,147 @@
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<Copyright>Copyright © FakeFish 2018-2020</Copyright>
<Platforms>AnyCPU;x64</Platforms>
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<Configurations>Debug;Release;Unstable</Configurations>
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<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;SERVER;WINDOWS;USE_STEAM</DefineConstants>
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<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
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<Content Remove="..\BarotraumaShared\**\*.cs" />
<Compile Include="..\BarotraumaShared\**\*.cs" />
<Compile Remove="..\BarotraumaShared\SharedSource\Networking\Primitives\Message\WrapperMsg.cs" />
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<PropertyGroup>
<!-- temp file for the git version (lives in "obj" folder)-->
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<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer.NetStandard.csproj" AdditionalProperties="Configuration=Debug" />
<ProjectReference Include="..\..\Libraries\GameAnalytics\GA_SDK_NETSTANDARD\GA_SDK_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>
<!-- 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

@@ -490,6 +490,7 @@ namespace Barotrauma
if (Level.Loaded.StartOutpost.DockedTo.Any())
{
var dockedSub = Level.Loaded.StartOutpost.DockedTo.FirstOrDefault();
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle) { return null; }
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
}
@@ -517,6 +518,7 @@ namespace Barotrauma
if (Level.Loaded.EndOutpost.DockedTo.Any())
{
var dockedSub = Level.Loaded.EndOutpost.DockedTo.FirstOrDefault();
if (dockedSub == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle) { return null; }
return dockedSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : dockedSub;
}

View File

@@ -62,6 +62,8 @@ namespace Barotrauma
private string baseName;
private int nameFormatIndex;
private LocationType addInitialMissionsForType;
public bool Discovered;
public readonly Dictionary<LocationTypeChange.Requirement, int> ProximityTimer = new Dictionary<LocationTypeChange.Requirement, int>();
@@ -266,6 +268,7 @@ namespace Barotrauma
if (locationType.Equals("lair", StringComparison.OrdinalIgnoreCase))
{
Type ??= LocationType.List.Find(lt => lt.Identifier.Equals("Abandoned", StringComparison.OrdinalIgnoreCase));
addInitialMissionsForType = Type;
}
if (Type == null)
{
@@ -554,23 +557,37 @@ namespace Barotrauma
public void InstantiateLoadedMissions(Map map)
{
availableMissions.Clear();
if (loadedMissions == null || loadedMissions.None()) { return; }
foreach (LoadedMission loadedMission in loadedMissions)
{
Location destination;
if (loadedMission.DestinationIndex >= 0 && loadedMission.DestinationIndex < map.Locations.Count)
if (loadedMissions != null && loadedMissions.Any())
{
foreach (LoadedMission loadedMission in loadedMissions)
{
destination = map.Locations[loadedMission.DestinationIndex];
Location destination;
if (loadedMission.DestinationIndex >= 0 && loadedMission.DestinationIndex < map.Locations.Count)
{
destination = map.Locations[loadedMission.DestinationIndex];
}
else
{
destination = Connections.First().OtherLocation(this);
}
var mission = loadedMission.MissionPrefab.Instantiate(new Location[] { this, destination });
availableMissions.Add(mission);
if (loadedMission.SelectedMission) { SelectedMission = mission; }
}
else
{
destination = Connections.First().OtherLocation(this);
}
var mission = loadedMission.MissionPrefab.Instantiate(new Location[] { this, destination });
availableMissions.Add(mission);
if (loadedMission.SelectedMission) { SelectedMission = mission; }
loadedMissions = null;
}
if (addInitialMissionsForType != null)
{
if (addInitialMissionsForType.MissionIdentifiers.Any())
{
UnlockMissionByIdentifier(addInitialMissionsForType.MissionIdentifiers.GetRandom());
}
if (addInitialMissionsForType.MissionTags.Any())
{
UnlockMissionByTag(addInitialMissionsForType.MissionTags.GetRandom());
}
addInitialMissionsForType = null;
}
loadedMissions = null;
}
/// <summary>

View File

@@ -522,7 +522,7 @@ namespace Barotrauma
{
allowedBiomes.Clear();
allowedBiomes.AddRange(biomes.Where(b => b.AllowedZones.Contains(generationParams.DifficultyZones - i)));
float zoneX = Width - zoneWidth * i;
float zoneX = zoneWidth * (generationParams.DifficultyZones - i);
foreach (Location location in Locations)
{

View File

@@ -303,10 +303,10 @@ namespace Barotrauma.Networking
RespawnShuttle.Velocity = Vector2.Zero;
}
partial void RespawnCharactersProjSpecific();
public void RespawnCharacters()
partial void RespawnCharactersProjSpecific(Vector2? shuttlePos);
public void RespawnCharacters(Vector2? shuttlePos)
{
RespawnCharactersProjSpecific();
RespawnCharactersProjSpecific(shuttlePos);
}
public Vector2 FindSpawnPos()

View File

@@ -139,7 +139,21 @@ namespace Barotrauma.Steam
}
return success;
}
public static bool StoreStats()
{
if (!isInitialized || !Steamworks.SteamClient.IsValid) { return false; }
DebugConsole.Log("Storing Steam stats...");
bool success = Steamworks.SteamUserStats.StoreStats();
if (!success)
{
#if DEBUG
DebugConsole.NewMessage("Failed to store Steam stats.");
#endif
}
return success;
}
public static void Update(float deltaTime)
{
if (!isInitialized) { return; }

View File

@@ -331,6 +331,9 @@ namespace Barotrauma
}
}
//make sure changed stats (kill count, kms traveled) get stored
SteamManager.StoreStats();
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
foreach (Mission mission in gameSession.Missions)

View File

@@ -87,6 +87,8 @@ namespace Barotrauma
public List<string> GetAll(string textTag)
{
if (textTag is null) { return null; }
if (!texts.TryGetValue(textTag.ToLowerInvariant(), out List<string> textList) || !textList.Any())
{
return null;

View File

@@ -1,436 +1,5 @@
---------------------------------------------------------------------------------------------------------
v0.1300.0.10 (unstable)
---------------------------------------------------------------------------------------------------------
Changes:
- Only allow dropping a diving suit when trying to swap it with another suit, not when trying to swap it with for example body armor (#5519).
- Don't show the "respawn with penalty" tickbox when spawning as a returning player.
- Made abandoned outposts a bit more common.
- Once the respawn countdown starts, it doesn't stop even if some players change their mind and decide to wait for the next round as long as there's at least one player waiting to respawn.
Fixes:
- Fixed logbooks being empty in the wreck salvage missions.
- Addressed the lag spikes occasionally caused by Spineling's spikes when they hit/get stuck to something.
- Fixed bots throw full oxygen tanks away when they are not in the main sub (e.g. in wrecks), resulting in suffocation because they can't use the oxygen (#5525).
- Fixed bots waiting for the oxygen tanks to be entirely drained before swapping new tanks in (#5524).
- Fixed water particle effects not showing up when water flows between certain rooms in Remora.
- Fixed misaligned trigger area on Remora's smaller engine (#5514).
- Fixed players who spawn as their previous character mid-round always getting the Reaper's Tax affliction in mp campaign (#5517).
- Fixed resizeable outpost hallway modules not having waypoints and thus causing navigation issues.
- Fixed bots abandoning the combat objectives when the target is farther than 2000px away. The behavior was only intended for non-friendly npcs, like bandits or outpost security.
- Fixed items that are being held in both hands (e.g. underwater scooter) getting duffelbagged between campaign rounds (#5511).
- Fixed clients failing to select the correct connection if you teleport from an empty location to another with console commands (#5510).
- Revert the previous fix to prevent the bots to take items contained inside fabricators/deconstructors (#5431) and use "donttakeitems" tag to fix it.
- Fixed bots saying "Can't reach target [name]".
- Fixed inventory tooltip not changing when the cursor is hovered on the slot and the condition of the item changes (#5508).
- Fixed waypoints not being able to find hulls that have been added since the sub was last saved in the sub editor, causing them to appear blue (#5194).
- Fixed abyss islands not showing up on sonar in mirrored levels.
---------------------------------------------------------------------------------------------------------
v0.1300.0.9 (unstable)
---------------------------------------------------------------------------------------------------------
Changes:
- Re-enabling in-game hints now resets hints previously set not be shown again.
- Reduced the stun duration of Molochs' and Hammerheads' attacks. Also add some bitewounds damage on the Molochs' attacks so that they trigger all the AI reactions and don't get treated as failed attacks.
Fixes:
- Fixed occasional "mission mismatch" errors when entering a hunting grounds level in the multiplayer campaign.
- Fixed camera shaking/vibrating when moving at high speed.
- Fixed monsters being able to attack through ruin walls.
- Fixed overlapping vending machine & light switch in CrewModule_02.
- Fixed respawn shuttle maintaining an incorrect position after getting dispatched.
- Fixed selected mission carrying over to whichever level you choose in the campaign.
- Fixed diving suit's vision obstructing effect disappearing if you also wear a diving mask.
- Removed unnecessary extra light components from large and normal engine.
- Fixed "attempted to select a locked connection" error when a player joins mid-round after the path to the next biome has been unlocked.
- Fixed campaign map crush depth warnings being always calculated for the currently docked submarine, not taking a possible pending submarine switch into account.
- Fixed Hammerhead Spawns not targeting decoys.
- Fixed the abyss monsters not targeting "provocative" items, like flares, glowsticks, scooters etc.
- Fixed Hammerhead Matriarch constantly fleeing from divers. It's intentional that that the matriarch avoids the divers, but not as much. Now they should flee briefly only when shot by the player, making it possible for the divers to reach it (#5449).
- Fixed distant sonar waves not being visible in multiplayer.
- Fixed distant sonar waves being visible from too far away.
- Fixed the boss health bar vanishing too quickly in the multiplayer game mode.
- Fixed bots sometimes getting stuck while trying to find a safer room, if they fail to find any oxygen tanks. They should run to a safety instead.
- Fixed monsters moving weirdly in multiplayer game (only unstable).
Modding:
- Fixed custom loading screen tips not showing up if the vanilla content package is enabled.
- Fixed crashing when loading a save where a stack contains more items than the maximum stack size for the item/container.
Bots:
- Fixed bots reporting unnecessarily when they abort a cleaning up task (#5400). Also fixes (much more rare) unnecessary reporting with the other orders.
- Fixed some inconsistencies in the automatic crew selection logic used for assigning orders without specifying the target.
- Fixed bots putting multiple fuel rods in the reactor if there's more than one rod in the reactor (#5213). Fixed bots swapping out full fuel rods from the reactor (#5503). Both issues closely related.
- Fixed job specific autonomous objectives being broken in the sub test mode.
- Fixed bots taking items from fabricators and deconstructors (#5431).
---------------------------------------------------------------------------------------------------------
v0.1300.0.8 (unstable)
---------------------------------------------------------------------------------------------------------
Changes:
- Increased the delay with which the boss health bar is faded from 10 to 60 seconds.
- Modding: Allow to define afflictions (types or identifiers) to trigger the OnDamaged status effects only from certain afflictions and not all that do the damage. If the afflictions property is not defined, no restrictions are used (works as it used to).
- Added MaxValueLength property to memory component.
Fixes:
- Fixed networking errors when the server tries to send an update for a Holdable component that's not attachable, leading to various issues (disconnects, "failed to read ..." errors).
- Fixed "enter location" button not appearing in some levels where there's no outpost at the destination and a beacon station near the exit.
- Fixed event to heal Reaper's Tax not triggering in outposts.
- Fixed server starting the respawn countdown when a disconnected client whose character is still alive rejoins.
- Removed outdated steamclient.so file from the dedicated server (no longer needed because it's automatically installed by Steamworks). Should fix inability to host dedicated servers on Linux.
- Fixed job preferences not having an effect on who gets assigned as the captain.
- Fixed items taken from abandoned outposts reappearing when you leave and re-enter the outpost.
- Fixed crashing/disconnects when preloading content at the start of a round if random events contain character variants. In practice, mods that used character variants in random events occasionally prevented rounds from starting.
---------------------------------------------------------------------------------------------------------
v0.1300.0.7 (unstable)
---------------------------------------------------------------------------------------------------------
Changes:
- Bandit outfits aren't sold at outposts.
- Charybdis: Increased the attack cooldown from 3 to 4. Tweaked the texture. Adjusted the ragdoll and the animations. More tentacles.
- Molochs: Boosted the structural damage slightly. Increased the attack and damage ranges slightly to help the attacks to hit the target.
- Added black moloch mission variants.
- Icons for previous orders can now be removed from crew list by right-clicking on them.
- Diving suits have an effect on underwater scooter speed (slower movement when wearing an abyss suit, faster when wearing a combat suit).
- Abyss/combat diving suits aren't sold in outpost for the first quarter of the campaign.
- Nerfed nuclear shell's EMP effect.
Fixes:
- Fixed entity IDs getting messed up when purchasing items in the MP campaign, which lead to disconnects with an "entity not found" error message. Happened because the server created the purchased items before loading the respawn shuttle, while the clients did it the other way around.
- Fixed clients not getting the prompt to download a custom sub they don't have unless they have permissions to edit server settings.
- Fixed edge of the chatbox stealing cursor focus when the chatbox is hidden (preventing firing turrets when the cursor is in the bottom-left corner of the screen).
- Fixed inconsistency in the way vertical velocity in/out signals are handled by the nav terminals. Previously "velocity_in" would interpret positive y as upwards, even though "velocity_y_out" outputs a negative value when going up. Now positive is always down (= corresponds with the "descent velocity" value displayed on the terminal).
- Fixed non-repeatable outpost events starting to repeat once all of them have been triggered.
- Fixed gate outpost still sometimes generating before the last level/biome.
- Reduced the amount of clown gear in the "Praise the Honkmother" mission to fit everything in the crate.
- Fixed boss health bars not appearing in multiplayer when damaging a boss monster with a turret.
- Fixed clients not getting notified when a path between biomes is unlocked, preventing them from proceeding without saving and reloading the campaign.
- Fixed crashing on startup with the error message "unable to load shared library 'freetype6' or one of its dependencies" on some Linux systems.
- Fixed monsters trying to follow the last target while in the idle state even when the target is outside of the allowed area (only unstable).
- Fixed multiple issues regarding bots targeting the reactor.
- Fixed OnDamaged status effect triggering from burns, poisons etc. Only afflictions of type "damage" can now trigger it. Fixes Moloch spawning a lot of particles after being hit with a nuclear shell (#5412).
- Fixed black moloch doing only 62.5% of the structure damage compared to the regular moloch.
- Fixes to R-29: fixed top docking port's control circuit, adjustments to pre-placed supplies, adjusted discharge coil power consumption, minor visual fixes.
- Fixed wall damage particles sometimes spawning at an incorrect position.
---------------------------------------------------------------------------------------------------------
v0.1300.0.6 (unstable)
---------------------------------------------------------------------------------------------------------
Fixes:
- Fixed bots trying to clean up items that have changed place and shouldn't be allowed to clean up anymore. Fixes #5400
- Fixed "attempted to set SoundRange to NaN" error when a reactor's maximum power output is 0.
- Fixed nullref exception when forcing an item position correction upon interaction failure.
---------------------------------------------------------------------------------------------------------
v0.1300.0.5 (unstable)
---------------------------------------------------------------------------------------------------------
Changes:
- Moloch: adjust the sounds a bit.
- Added and adjusted sounds for Endworm and Charybdis.
- Increased the audio ranges for Watcher and Hammerhead Matriarch.
- More polished versions of the textures for Endworm and Charybdis.
- Visual tweaks to the boss health bars.
- Hide the boss health bar when the creature is not targeting the player.
- Allow a monster to attack the player even when it's in the restricted area (abyss for non-abyss creatures or non-abyss for abyss creatures) if the player has lately made some damage to the monster.
- Reduced knockback cooldown for submarine impacts (previously there was a 30 second cooldown before an impact could throw characters around again, now it's reduced to 5 seconds).
- Show an indicator when the campaign is saved.
Fixes:
- Fixed frequent "unknown object header, previous header: CHAT_MESSAGE" networking errors.
- Fixed crash when a location changes it's type in the single player campaign.
- Fixes/improvements to item position syncing. When trying to pick up an item whose position has gotten desynced, the server should correct the item's position immediately.
- Fixed respawns not working in outpost levels.
- Fixed missing sonar icon for minerals for the sonar monitor.
- Fixed overlap for "Follow Submarine" tickbox and end round button in campaign mode.
- Fixed hints staying visible when the HUD is disabled.
- Fixed boss health bar showing up briefly when you damage a dead boss monster.
- Fixed crashing when a turret that spawns it's own projectiles (e.g. alien turret) is fired.
- Fixed crashing when you exit a multiplayer campaign round during the text that pops up at the beginning of a new campaign.
- Fixed monsters sometimes spawning very close (or even inside) the respawn shuttle.
- Fixed linked sub's file path not being saved in the sub editor.
- Fixed ruins sometimes getting placed too close to the start/end outpost.
- Fixed characters not getting crushed by pressure in sub test mode.
- Fixed crashing when accessing server settings of a server you've lost connection to.
Modding:
- Fixed inability to load more than 5 wires per connection even if the connection is set to allow more.
- Added "MaxRadiation" parameter to radiation params.
---------------------------------------------------------------------------------------------------------
v0.1300.0.4 (unstable)
---------------------------------------------------------------------------------------------------------
Changes:
- Adjustments on Moloch. Improve the feedback.
- Certain large monsters' (endworm, charybdis, boss variants of molochs and hammerheads) health bars become visible at the top of the screen when you damage them.
- Readjusted abyss and combat diving suits. They are now essentially better versions of the normal diving suit (as opposed to just alternatives with their own pros and cons), making normal suits obsolete later in the campaign. Both suits now have a high resistance to pressure, although an abyss suit may still be required at the very end of the campaign.
- Replaced legacy small pumps with the new ones in Orca.
- Adjusted stun gun's effect. It basically works like incremental stun, but inversed: the strength increases rapidly to the max, after which we remove progressive stun and add full incremental stun that will wear off with time.
- Restrict the length of the text that can be entered as a sonar beacon's sonar label.
- The probability of disconnected wires in beacon stations is relative to the level's difficulty, and no wires are removed if the difficulty is less than 20.
- Added a hint for encountering ballast flora.
- Added submarine preview to campaign outpost submarine selection.
- Allow fabricating fresh fuel rods, welding fuel and coilgun ammunition using depleted ones.
- Abyss monsters only emit distant sonar "waves" while chasing the player, not always.
Fixes:
- Fixed players being able to take the respawn shuttle with them from the levels in the multiplayer campaign, which would lead to "entity not found" errors during the next round.
- Fixed respawn shuttle always having the default crush depth of 3500 meters, making it unusable at later stages of the campaign.
- Fixed creaking hull sounds triggering when 500 meters above a non-upgraded sub's crush depth, even if the current sub can withstand more.
- Fixed Kastrull's drone airlock not flooding correctly.
- Don't restrict signal components' output length when the sub is being loaded. Fixes all outputs being restricted to 200 characters in subs from previous versions and output getting cut off when saving and loading the sub.
- Fixed crashing if you try to press the server log button in the lobby when connection to the server has been lost.
- Fixed item disappearing from the character's hand when you combine it with an item in a container in a way that doesn't fully deplete/remove it.
- Fixed gaps in the "backwall pipes" sprite.
- Fixed dedicated servers restricting player count to 1 less than the MaxPlayer setting.
- Fixed crashing when you try to preview a sub you don't have in the server lobby.
- Fixed "gate outpost" sometimes generating as abandoned outposts.
- Fixed clients being unable to vote for subs they don't have.
- Fixed a bunch of non-suitable items (such as devices that can't be deattached) being displayed in the "extra cargo" menu in the server lobby.
- Fixed Operate Weapons icon not updating when assigned again while targeting a weapon of different type.
- Fixed being able to assign the same order to a character multiple times with different options.
- Fixed highlighted client names in chat messages not opening the player info dialog when clicked.
Bots:
- Fixed bots not knowing how to swap out welding fuel from diving gear and oxygen tanks from welding tools (#4380).
- Fixed bots sometimes yelling that they can't enter an airlock when the sub is docked.
Modding:
- Fixed level editor crashing when it tries to place a wreck that contains linked subs in the level.
- Added "onlyplayertriggered" condition for status effects. Currently only implemented for OnDamaged.
- Monster events don't spawn monsters in wrecks that don't contain enemy spawnpoints.
- Fixed crashing if you try to create a decal with incorrect casing.
- Fixed affliction's periodic effects being unable to reference afflictions defined later in the affliction xml.
- Fixed crashes if radiation parameters aren't defined in the map generation xml.
- Fixed crashing if you save a campaign with a large map and try to load it with map generation parameters where the map is smaller.
- Fixed explosions not damaging level walls if their structure damage is set to 0.
- Fixed reduce affliction status effects using delta time even when "setvalue" is true.
---------------------------------------------------------------------------------------------------------
v0.1300.0.3 (unstable)
---------------------------------------------------------------------------------------------------------
Changes:
- Added respawning mid-round in the multiplayer campaign mode. Respawning gives you an affliction that can be healed for a cost at outposts. You can also choose not to respawn mid-round, and instead wait for the next round to spawn normally without the affliction, just like before.
- Added a distant sonar effect for the abyss monsters.
- Abyss diving suits protect from high pressure, consume oxygen tanks more slowly and reduce movement speed.
- Combat diving suits are less resistant to pressure, protect from damage and reduce movement speed less than the other types of suits.
- Make characters grabbable and the inventories accessible after a half a second delay. Fixes abusing the toy hammer to access NPC inventories.
- Adjustments on incremental stun, stun baton, and stun gun.
- Disabled beacon mission events (beacon missions are now purely optional side objectives).
- Made abandoned outposts a bit more common.
- Hunting grounds don't appear in the first quarter of the campaign map.
- No additional abyss monsters spawn in levels with a hunting grounds mission.
- Secure cabinets in abandoned outposts can now be accessed with the outpost NPCs' ID cards.
- Trying to pick up a diving suit when you're already wearing one swaps the suits.
- Monsters in abandoned outposts don't target the items/structures in the outpost or the sub.
- Made monster eggs glow to make them easier to spot in caves and abandoned outposts.
- Exploding oxygen/fuel tanks don't make other tanks explode.
- Added a delay to oxygen/fuel tank explosions.
- Show a warning on the sonar if the sub is 500 meters or less from crush depth.
- Disconnect wires from beacon stations instead of deleting the wires completely.
- The mid-round mission messages (e.g. "the monster is dead, navigate out...") are shown in the tab menu's mission tab.
- The tab menu can be closed with esc.
- When using an equipped item from a stack (e.g. a medical item), another item from the same stack is automatically equipped.
- Abyss monsters are now less aggressive in hunting other creatures: they shouldn't any longer attack outside of the abyss, unless they are chasing a target that was selected when it was in the abyss. Addresses #5163.
- Display the mission difficulty in the available missions list, the info tab, and the round summary.
- Added hints for falling unconscious, dying, and leaving the sub with an insufficient diving suit.
- Disabled hint stacking: hints are now ignored when there is an active hint on the screen, instead of being queued up when triggered.
- Added a link to the wiki to the main menu.
- Changed the camera animation at the start of the campaign to show the entire outpost.
- Drop empty/used oxygen tank from diving suit when trying to swap in a new one when the inventory is full.
- Added a submarine tab to the in-game tab menu.
- Changed the layout of the in-game tab menu: now the tabs are icons on the left side.
Fixes:
- Removed duplicate damage modifiers from diving suit. #5204.
- Fixed a draw order issue in Endworm's armor plates (drawn over the head sprite).
- Fixed status effects with "set value" not actually setting the affliction strength but adding to the strength instead.
- Fixed affliction visual effects not working right when the effect's min and max strengths were equal (for example both 1).
- Fixed path unlock tooltips after the 1st biome displaying location reputation instead of coalition reputation.
- Fixed hunting grounds disappearing from the map if you complete the campaign without saving and loading (e.g. by teleporting straight to the end with console commands).
- Fixed path unlocking requiring a reputation _greater_ than the specified value, as opposed to greater or equal.
- Changed how the hole next to the end outpost is generated to prevent the outpost from blocking the hole.
- Fixed islands sometimes blocking the exit tunnels.
- Fixed bugged exit tunnel in the final level.
- Fixed junction boxes being unable to pass signals.
- Fixed locations with no connections sometimes generating on the campaign map.
- Fixed completing a hunting grounds mission not removing the hunting grounds from the map.
- Fixed fabricator's green progress indicator not being displayed when there's already an item in the output slot.
- Fixed fabricator displaying the "not enough room in the input inventory" error even if the items fit in the input inventory by stacking.
- Fixed signal check components being unable to output whitespace.
- Fixed inability to edit smoke detector's parameters in-game.
- Fixed smoke detectors outputting empty signals.
- Fixed "engineers are special" outpost event not giving a price discount.
- Fixed afflictions caused by status effects being multiplied by deltatime even when setvalue="true". The only vanilla statuseffect affected by this was incremental stun, which would stun the player for 1 frame instead of 1 second, but this may have affected some mods as well.
- Fixed errors when trying to load a beacon station with no reactor.
- Fixed terminal's welcome message getting cleared when using the test mode in the sub editor.
- Fixed inability to cut alien walls/hatches.
- Fixed non-ruin artifacts sometimes spawning on top of the sub.
- Fixed melee weapons failing to damage walls if the item is not inside the wall when the impact is registered.
- Allow engine propellers to do damage inside the sub.
- Fixed new lights being displayed as off in the sub editor until you toggle the lighting.
- Fixed stacking keybinds not being shown in the tooltip when hovering over a stack with just 2 items.
- Fixed water flow sounds activating before the particles.
- Fixed shuttles that are a part of a wreck or beacon station being visible on the sonar.
- Fixed all subs/shuttles being hidden on the sonar in PvP (as opposed to just the subs/shuttles of the enemy team).
- Fixed ID cards and duffel bags not being updated when a crew member is renamed.
- Fixed wiring interface label overlapping when using a high text scale.
- Fixed dismissing a player order in the crew list opening the moderation menu in multiplayer.
- Fixed top left buttons (crew list, command interface, info tab) not scaling when adjusting the HUD scale.
- Fixed issues with the hints for running out of oxygen and trying to shoot without aiming.
- Fixed maximum camera zoom increasing on lower resolutions.
- Fixed coilguns consuming ammo faster than they should when linked to multiple loaders.
Bots:
- Fixed bots failing to fix leaks when they were not swimming (caused by a change in the previous unstable version). #5205.
- Fixed security officers standing idle next to the stunned target and doing nothing when they don't have handcuffs. Only happened while trying to arrest the target.
- Fixed multiple bots occasionally trying to operate the reactor at the same time (#5259).
- Fixed bots "stealing" stuff while cleaning up. Happened when the objective changed (= they decided or were ordered to do something else while cleaning up). Idle bots are no longer allowed to take items from purchased containers. #5138.
- Fixed bots running headlessly around while trying to find the container for items while following the clean up order. Now they should walk around instead and only run when the target container is found.
- Fixes and adjustments to security officer reactions for damage done by friendlies.
- Fixed bots sometimes not moving while targeting the player (caused by a change in v0.1300.0.1, doesn't happen in the release build).
- Bots no longer automatically unequip weapons after combat if they are outside of a friendly submarine.
- Fixed bots having difficulties in leaving the ruins via gaps (#4717).
- Allow bots to use gaps also to exit the sub, but only when following a player character.
- Fixed bots always trying to reach the closest item even when it's unreachable (#3332).
- Make bots find items faster.
- Fixed bots sometimes continuing their movement (e.g. walking towards a wall) when they fail to find the diving gear they need to continue with the go to objective (e.g. follow).
Modding:
- Changed husk affliction's type to "alieninfection" because using "huskinfection" as both the identifier and type makes it impossible to add custom husk infections and reference just the custom one in conditionals or statuseffects.
- Fixed affliction statuseffects targeting NearbyItems or NearbyCharacters causing a crash.
- Corpses don't spawn in wrecks that contain no waypoints/spawnpoints.
---------------------------------------------------------------------------------------------------------
v0.1300.0.2 (unstable)
---------------------------------------------------------------------------------------------------------
Changes:
- Added current player balance to tab menu.
- Added tab menu button to the HUD and modified the top left button layout.
- Captain and engineer hints now also self-assign 'steer' and 'operate reactor' orders, respectively.
- Removed hotkey for closing hints.
- Don't allow undocking when playing an abandoned outpost mission in mission mode.
- Hostage rescue missions fail if any of the hostages die.
- Reputation values are displayed in the tab menu.
- The requirements to unlock a path from biome to another a displayed on the campaign map.
- Powered the O2 generator in abandoned outposts.
- improved backwards compatibility with old campaign saves (place hunting grounds on paths, turn lairs into abandoned outposts).
- Locations turn back to their original type and destroyed hunting grounds reappear after finishing the campaign.
- Added a screen distortion effect for radiation sickness.
- Reworked exit points at uninhabited locations: there's a hole/tunnel above the start/end of the level the sub needs to enter to leave.
- Added a server setting for locking all default wiring in subs.
- Added favorite button to the server lobby.
- Show whether a server is player-hosted or dedicated in the server list.
- Show whether a server is public or private in the server lobby.
Fixes:
- Fixed monsters steering towards abyss when idling.
- Fixed bots spamming "xxx has been resuscitated" when there's characters with minor injuries in the crew.
- Fixed bot count text not updating in the server lobby when the value is changed.
- Changed the way the nav terminal calculates the vertical velocity again. The previous method prevented the ballast from emptying/filling completely when using a very large/small ballast.
- Fixed items being unable to receive a signal that originated from the item itself (e.g. terminal output that gets processed somehow and sent back to the terminal).
- The "gate outposts" between biomes can never be abandoned.
- Fixed biome sometimes not changing in the passageway immediately after the "gate outpost".
- Fixed crashing when trying to toggle a spawnpoint's type past "Enemy" in the sub editor.
- Fixed command-spawned characters not getting the "job" tag on their id cards.
- Fixed repair icons appearing in abandoned outposts in multiplayer.
- Fixed players getting prompted to download subs when the server has disabled file transfers.
- Fixed mineral scanner not working in the abyss.
- Fixed bots sometimes failing to reach targets that are on the ground level. For example when trying to handcuff targets (This change causes the bots not to be able to reach and fix leaks while standing on ground. Now fixed in v0.1300.0.3.)
- Fixed unarmed bots with the fight intruders objective not reacting when attacked.
- Fixed a crash in the monster AI in the sub editor test mode.
- Monsters now ignore beacons.
- Fixed some waypoint issues in abandoned outposts.
- Added missing waypoints to BeaconStation1. There was no waypoints generated, which caused navigation issues with all AI controlled characters.
---------------------------------------------------------------------------------------------------------
v0.1300.0.1 (unstable)
---------------------------------------------------------------------------------------------------------
Changes:
- 3 new outpost mission types: clearing a nest, hostage rescue and assassination.
- The enemies in abandoned outposts are tougher and there's more of them in multiplayer.
- Improvements to abandoned outpost modules.
- Respawning is disabled in abandoned outposts.
- Gating progress between biomes: you need a certain amount of money or reputation before you can enter the next biome.
- Reworked Charybdis as another abyss monster (in addition to Endworm).
- Revisited husk animations, movement speeds, and general balance. Husks regenerate a lot and are a bit tougher than they use to be. Human husks can and will easily rise again, unless properly killed.
- Adjustments and fixes on the thresher attacks.
- Revisit mudraptors' attacks. Fixes unarmored mudraptors and mudraptor hatchlings acting weird when attacking characters in water.
- Lower the overall damage of all the hatchlings.
- Bots can now be renamed through the outpost crew management interface.
- Fabricators now display remaining time when fabricating.
- Endworm now groans when the tail is cut.
- Beacon stations' reactors don't deteriorate or consuming fuel to prevent the station from going back down when the player is travelling out from the level.
- The output length of all signal components is now restricted to 200 characters by default to prevent performance and networking issues if the output is set to an excessively long value (such as the entire dialog of the Bee Movie). The limit can be increased in the sub editor.
- Stunning still works on friendly characters even if friendly fire has been disabled on a server.
- Made radiation sickness's icon appear before it starts causing burns (instead of working the other way around).
- Made radiation sickness cause nausea.
- Added a checkbox to color component that toggles between RGBA and HSV input.
- Disabled NPC conversations in sub editor test mode.
- Added a tooltip when hovering over radiated area.
- Added a checkbox for the radiation feature to both singleplayer and multiplayer.
- Radiated outposts now turn into abandoned outposts instead of vanishing in thin air.
- Use ternary states for some of the server filters (thanks someone972!)
- Banning a player who's using Steam Family Sharing will now also ban the owner's account, solving ban evasion using this method.
- Added interactive submarine previews to the lobby and "New Game" screen.
- Implemented rudimentary text highlighting in mission descriptions.
- Added in-game hints, designed to help with new player onboarding. Can be disabled in the settings.
Fixes:
- Attempt to fix crashes with the error message "failed to generate OpenAL/stream buffer" on Mac.
- Waypoint fixes in the abandoned outposts.
- Fixed bot reaction times and readjusted aiming delays.
- Fixed bots that follow you not always holding position in the combat mode.
- Fixed bots not being able to hit targets that lie on the ground.
- Fixed monsters sometimes targeting ruin rooms.
- Monsters now stop targeting characters that are far enough behind level geometry. Fixes them getting stuck while trying to reach targets that are not easily reachable.
- Fixes to the Endworm's behavior and ragdoll.
- Minor boost to the Endworm's attack on walls, major boost to the attack on characters.
- Fixed a crash when no valid limb was found for an affliction. Probably only happened with characters that already had some limbs severed.
- Fixed non-multiplied damage to limbs effectively always being clamped to 100, which means that no attack could do more than 100 damage per hit unless there's some damage modifier defined on the target limb.
- Fixed husk's mouth tentacles rendering on top of the left hand. Also fixed a minor texture bleeding on the waist.
- Fixed possible desync when multiple players use the crew management interface simultaneously.
- Fixed being able to drag order icons when spectating.
- Fixed non-interactable items being counted as owned in the store interface.
- Fixed abyss monsters not keeping in the depths and non-abyss monsters not avoiding the depths when they have attack targets. Now they should only attack the targets that come to their zone and continue pursuing the target until they either lose it or if the state changes from attack to something else.
- Fixed bots treating radiation sickness too eagerly (leading to wasted antirad).
- Added missing platforms to abandoned outpost modules.
- Fixed vanilla wrecks/modules/outposts being shown in the Workshop menu's publish tab.
- Fixed bioluminescent cave's hallucination effect never going fully away and made it treatable with haloperidol.
- Fixed characters getting impact damage from collisions with sensors. Caused characters to get stunned when they're thrown around by a monster while touching a level trigger (for instance, the branches in forest caves).
- Fixed held items not appearing in the characters hand after entering a new level in the campaign.
- Fixed hidden items being shown when searching for them in sub editor.
- Fixed crashing when trying to load a linked sub that contains no hulls.
- Fixed "hide incompatible" checkbox in the server list.
- Fixed one of the engineer variants having too many items in the toolbelt.
- Monster events don't spawn an additional endworm in the abyss if one has already been spawned by a hunting grounds mission.
- Fixed nav terminal ignoring velocity_in signals when the terminal hasn't been operated by anyone during the round.
- Fixed launching depth charges crashing the game.
- Fixed coilgun lights flickering when firing.
- Fixed ability to walk through the heavy doors in mining outposts.
- Fixed inability to move stacks of items to containers by double-clicking.
- Fixed crashing when trying to enter an abandoned outpost with a sub that has shuttles.
- Fixed monsters targeting entities outside of their allowed zone. They dropped the target when they reached the non-allowed zone, which caused indetermined behavior (fluctuating) at the border.
- Fixed monsters with the circling behavior sometimes not being able to reach the target because they were not targeting the closest target.
- Fixed Workshop mod download prompt looping and freezing when there's a hash mismatch after a mod has already been installed.
Modding:
- Added AITrigger that can be used to trigger an ai state using the status effects (See Charybdis).
- Turned IsTraitor into a property so it can be accessed by status effects.
Bots:
- Fixed non-security bots fleeing the enemy (in defensive combat state) even when they are ordered to fight intruders.
---------------------------------------------------------------------------------------------------------
v0.1300.0.0 (unstable)
v0.13.0.11
---------------------------------------------------------------------------------------------------------
Campaign changes:
@@ -438,19 +7,39 @@ Campaign changes:
- Beacon stations are shown on the campaign map.
- Visual changes to the map to make it a bit more intuitive.
- When you enter a level with a beacon station, you always get an optional side objective to restore it even if you haven't selected a beacon mission.
- Added radiation on the campaign map: the instensity of the radiation around Jupiter is slowly increasing, which is forcing Europans to delve deeper under the ice. In practice, the radiation gradually destroys the outposts starting from the left side of the map, making it more dangerous and costly to stay in these areas. The intention behind this is to prevent players from farming resources indefinitely in the low-difficulty areas of the game before proceeding further.
- Added radiation on the campaign map: the intensity of the radiation around Jupiter is slowly increasing, which is forcing Europans to delve deeper under the ice. In practice, the radiation gradually destroys the outposts starting from the left side of the map, making it more dangerous and costly to stay in these areas. The intention behind this is to prevent players from farming resources indefinitely in the low-difficulty areas of the game before proceeding further.
- Gating progress between biomes: you need a certain amount of money or reputation before you can enter the next biome.
- Reworked exit points at uninhabited locations: there's a hole/tunnel above the start/end of the level the sub needs to enter to leave.
Abyss:
- Reintroduced Endworms.
- Reintroduced Endworm and Charybdis.
- Added floating islands that contain caves and rare minerals to the Abyss.
Changes:
- Added abandoned outposts and a new abandoned outpost mission type.
- Added entity subcategories to the submarine editor (note that most of the vanilla items/structures aren't categorized yet in this build).
New player experience:
- Added in-game hints, designed to help with new player onboarding. Can be disabled in the settings.
- Added text highlighting to mission descriptions.
- Player-controlled characters get automatically assigned an appropriate order when the game starts to guide the player on what they should do and to make it easier to find the relevant device(s).
- Changed the camera animation at the start of the campaign to show the entire outpost.
- Display mission difficulty in the available missions list, the info tab, and the round summary.
- Show an indicator when the campaign is saved.
Changes and additions:
- Added abandoned outposts.
- New mission types for abandoned outposts: destroying the outpost, clearing a nest, hostage rescue and assassination.
- Added entity subcategories to the submarine editor.
- Added interactive submarine previews to the server lobby and "New Game" screen.
- Added respawning mid-round in the multiplayer campaign mode. Respawning gives you an affliction that can be healed for a cost at outposts. You can also choose not to respawn mid-round, and instead wait for the next round to spawn normally without the affliction, just like before.
- Reworked the impacts to the sub when it's hit by monsters. Increased the screen shake and stunning. There's now a 30 second cooldown for getting knocked down. Fixed the impact not triggering if the colliding limb is not big enough.
- Reworked attacks and effects for the following creatures: Moloch, Black Moloch, Hammerhead, Hammerhead Matriarch, and Golden Hammerhead. They now have bigger impact on the sub when they hit it. Black Moloch's emp damage is halved.
- Reworked attacks and effects for the following creatures: Moloch, Black Moloch, Hammerhead, Hammerhead Matriarch, and Golden Hammerhead. They now have a bigger impact on the sub when they hit it. Black Moloch's emp damage is halved.
- Added Abyss Diving Suits which slows down your movement speed but offers more protection against pressure and consumes oxygen more slowly than the normal suits.
- Added Combat Diving Suits which slow you down less than normal suits and offer more protection against damage.
- Added black moloch mission variants.
- Moloch's shell now always breaks when shot with a railgun.
- Increased the audio ranges for Watcher and Hammerhead Matriarch.
- Overhauled tab menu: improved layout, added submarine and reputation tabs, current funds are displayed in the campaign mode.
- Recreated waypoints for the vanilla subs.
- Bots can now be renamed through the outpost crew management interface.
- Certain large monsters' (endworm, charybdis, boss variants of molochs and hammerheads) health bars become visible at the top of the screen when you damage them.
- Added EMP effect to nuclear shells. Increased the damage a bit.
- Added a right click context menu option to copy debug console errors to clipboard.
- Railgun shells now explode instead of piercing armor. Physicorium shells still go through armor. Make all railgun ammunition slightly more likely to break limb joints.
@@ -458,12 +47,48 @@ Changes:
- NPCs (non-bots) speak report related lines less than they used to.
- The bleeding particles are now emitted from the last matching limb instead of the first. Readjusted particle emit frequency and scale.
- Reduced Moloch's bleeding reductions.
- Trying to pick up a diving suit when you're already wearing one swaps the suits.
- Made monster eggs glow to make them easier to spot in caves and abandoned outposts.
- Exploding oxygen/fuel tanks don't make other tanks explode.
- Added a delay to oxygen/fuel tank explosions.
- Disconnect wires from beacon stations instead of deleting the wires completely.
- The probability of disconnected wires in beacon stations is relative to the level's difficulty, and no wires are removed if the difficulty is less than 20.
- Improved server filters: instead of only being able to search for servers that have a certain setting enabled/disabled, the filter can be set to "Any" (thanks someone972!).
- Show whether a server is player-hosted or dedicated in the server list.
- Show whether a server is public or private in the server lobby.
- Added a server setting for locking all default wiring in subs.
- Added favorite button to the server lobby.
- Banning a player who's using Steam Family Sharing will now also ban the owner's account, solving ban evasion using this method.
- Disabled NPC conversations in sub editor test mode.
- Beacon stations' reactors don't deteriorate or consume fuel to prevent the station from going back down when the player is travelling out from the level.
- The output length of all signal components is now restricted to 200 characters by default to prevent performance and networking issues if the output is set to an excessively long value (such as the entire dialog of the Bee Movie). The limit can be increased in the sub editor.
- Stunning still works on friendly characters even if friendly fire has been disabled on a server.
- Made radiation sickness's icon appear before it starts causing burns (instead of working the other way around).
- Made radiation sickness cause nausea.
- Added a screen distortion effect for radiation sickness.
- Added a checkbox to color component that toggles between RGBA and HSV input.
- Fabricators now display remaining time when fabricating.
- Revisited husk animations, movement speeds, and general balance. Husks regenerate a lot and are a bit tougher than they used to be. Human husks can and will easily rise again, unless properly killed.
- Adjustments and fixes on the thresher attacks.
- Revisit mudraptors' attacks. Fixes unarmored mudraptors and mudraptor hatchlings acting weird when attacking characters in water.
- Lower the overall damage of all the hatchlings.
- Added a link to the wiki to the main menu.
- Drop empty/used oxygen tank from diving suit when trying to swap in a new one when the inventory is full.
- When using an equipped item from a stack (e.g. a medical item), another item from the same stack is automatically equipped.
- The mid-round mission messages (e.g. "the monster is dead, navigate out...") are shown in the tab menu's mission tab.
- Make characters grabbable and the inventories accessible after a half a second delay. Fixes abusing the toy hammer to access NPC inventories.
- Allow fabricating fresh fuel rods, welding fuel and coilgun ammunition using depleted ones.
- Restrict the length of the text that can be entered as a sonar beacon's sonar label.
Fixes:
- Major improvements to the voice chat: higher audio quality, less intrusive radio effect, fixed clicks/distortion.
- Fixed clients' class preferences not being respected in all cases where they should, resulting some client getting a class that should be give to another client.
- Attempt to fix crashes with the error message "failed to generate OpenAL/stream buffer" on Mac.
- Fixed crashing on startup with the error message "unable to load shared library 'freetype6' or one of its dependencies" on some Linux systems.
- Removed outdated steamclient.so file from the dedicated server (no longer needed because it's automatically installed by Steamworks). Should fix inability to host dedicated servers on Linux.
- Fixed clients' job preferences not being respected in all cases where they should, resulting in some clients getting a job that should be give to another client.
- Items can't be stacked in the equip slots (e.g. you can't hold and throw a stack of grenades).
- Trying to pick up a stack of items with a full inventory doesn't pick up the item in both hand slots.
- Fixes/improvements to item position syncing. When trying to pick up an item whose position has gotten desynced, the server should correct the item's position immediately.
- Fixed turrets getting cropped by the "wikiimage" console command.
- Fixed items with nothing but a holdable component (e.g. medical items) being hidden when hiding wires in the sub editor.
- Fixed ban list not displaying ban reasons or the duration of the ban.
@@ -482,6 +107,63 @@ Fixes:
- Fixed mouse cursor being switched to hand even when the spritesheet is not shown in the character editor.
- Fixed monsters with low head/torso torques moving backwards when they try to turn around 180 degrees.
- Fixed regular Moloch not bleeding correctly.
- Fixed Workshop mod download prompt looping and freezing when there's a hash mismatch after a mod has already been installed.
- Fixed ability to walk through the heavy doors in mining outposts.
- Fixed nav terminal ignoring velocity_in signals when the terminal hasn't been operated by anyone during the round.
- Fixed one of the engineer variants having too many items in the toolbelt.
- Fixed "hide incompatible" checkbox in the server browser.
- Fixed characters getting impact damage from collisions with sensors. Caused characters to get stunned when they're thrown around by a monster while touching a level trigger (for instance, the branches in forest caves).
- Fixed bioluminescent cave's hallucination effect never going fully away and made it treatable with haloperidol.
- Fixed bots treating radiation sickness too eagerly (leading to wasted antirad).
- Added missing platforms to abandoned outpost modules.
- Fixed non-interactable items being counted as owned in the store interface.
- Fixed husk's mouth tentacles rendering on top of the left hand. Also fixed a minor texture bleeding on the waist.
- Fixed possible desync when multiple players use the crew management interface simultaneously.
- Fixed a crash when no valid limb was found for an affliction. Probably only happened with characters that already had some limbs severed.
- Fixed non-multiplied damage to limbs effectively always being clamped to 100, which means that no attack could do more than 100 damage per hit unless there's some damage modifier defined on the target limb.
- Monsters now stop targeting characters that are far enough behind level geometry. Fixes them getting stuck while trying to reach targets that are not easily reachable.
- Fixed players getting prompted to download subs when the server has disabled file transfers.
- Fixed command-spawned characters not getting the "job" tag on their id cards.
- Fixed coilguns consuming ammo faster than they should when linked to multiple loaders.
- Fixed wiring interface labels overlapping when using a high text scale.
- Allow engine propellers to do damage inside the sub.
- Fixed new lights being displayed as off in the sub editor until you toggle the lighting.
- Fixed non-ruin artifacts sometimes spawning on top of the sub.
- Fixed terminal's welcome message getting cleared when using the test mode in the sub editor.
- Fixed fabricator displaying the "not enough room in the input inventory" error even if the items fit in the input inventory by stacking.
- Fixed signal check components being unable to output whitespace.
- Fixed inability to edit smoke detector's parameters in-game.
- Fixed smoke detectors outputting empty signals.
- Fixed "engineers are special" outpost event not giving a price discount.
- Fixed clients being unable to vote for subs they don't have.
- Fixed a bunch of non-suitable items (such as devices that can't be deattached) being displayed in the "extra cargo" menu in the server lobby.
- Fixed crashing if you try to press the server log button in the lobby when connection to the server has been lost.
- Fixed item disappearing from the character's hand when you combine it with an item in a container in a way that doesn't fully deplete/remove it.
- Fixed gaps in the "backwall pipes" sprite.
- Fixed dedicated servers restricting player count to 1 less than the MaxPlayer setting.
- Fixed Kastrull's drone airlock not flooding correctly.
- Replaced legacy small pumps with the new ones in Orca.
- Fixed monsters sometimes spawning very close (or even inside) the respawn shuttle.
- Fixed "attempted to set SoundRange to NaN" error when a reactor's maximum power output is 0.
- Fixed wall damage particles sometimes spawning at an incorrect position.
- Fixed black moloch doing only 62.5% of the structure damage compared to the regular moloch.
- Fixes to R-29: fixed top docking port's control circuit, adjustments to pre-placed supplies, adjusted discharge coil power consumption, minor visual fixes.
- Reduced the amount of clown gear in the "Praise the Honkmother" mission to fit everything in the crate.
- Fixed non-repeatable outpost events starting to repeat once all of them have been triggered.
- Fixed inconsistency in the way vertical velocity in/out signals are handled by the nav terminals. Previously "velocity_in" would interpret positive y as upwards, even though "velocity_y_out" outputs a negative value when going up. Now positive is always down (= corresponds with the "descent velocity" value displayed on the terminal).
- Fixed Hammerhead Spawns not targeting decoys.
- Fixed the abyss monsters not targeting "provocative" items, like flares, glowsticks, scooters etc.
- Fixed Hammerhead Matriarch constantly fleeing from divers. It's intentional that the matriarch avoids the divers, but not as much. Now they should flee briefly only when shot by the player, making it possible for the divers to reach it (#5449).
- Fixed camera shaking/vibrating when moving at high speed.
- Fixed monsters being able to attack through ruin walls.
- Fixed overlapping vending machine and light switch in CrewModule_02.
- Fixed respawn shuttle maintaining an incorrect position after getting dispatched.
- Fixed inventory tooltip not changing when the cursor is hovered on the slot and the condition of the item changes.
- Fixed waypoints not being able to find hulls that have been added since the sub was last saved in the sub editor, causing them to appear blue.
- Fixed resizable outpost hallway modules not having waypoints and thus causing navigation issues.
- Fixed water particle effects not showing up when water flows between certain rooms in Remora.
- Addressed the lag spikes occasionally caused by Spineling's spikes when they hit/get stuck to something.
- Fixed logbooks being empty in the wreck salvage missions.
Bots:
- Bots now warn when you are running low / out of oxygen or welding fuel tanks, turret ammunition, or reactor fuel.
@@ -503,12 +185,30 @@ Bots:
- You can now escape from NPCs by going far enough from them while they are pursuing you.
- Fixed bots reacting to attackers that are outside of the submarine.
- Fixed the "reportrange" parameter not working when the character is attacked. In practice only has effect on NPCs.
- Fixed report icons being shown also for other teams instead of just the own team.
- Fixed report icons being shown also for other teams instead of just one's own team.
- Bots now target the closest limb instead of the main collider when they aim with the turret. With small creatures, this should now make any difference. With long creatures, it allows the bots to target the extremities of the body instead of always shooting at the main body.
- Fixed non-security bots fleeing the enemy (in defensive combat state) even when they are ordered to fight intruders.
- Bots no longer automatically unequip weapons after combat if they are outside of a friendly submarine.
- Fixed bots having difficulties in leaving the ruins via gaps.
- Allow bots to use gaps also to exit the sub, but only when following a player character.
- Fixed bots always trying to reach the closest item even when it's unreachable.
- Make bots find items faster.
- Fixed bots sometimes continuing their movement (e.g. walking towards a wall) when they fail to find the diving gear they need to continue with the go to objective (e.g. follow).
- Fixed security officers standing idle next to the stunned target and doing nothing when they don't have handcuffs. Only happened while trying to arrest the target.
- Fixed multiple bots occasionally trying to operate the reactor at the same time.
- Fixed bots "stealing" stuff while cleaning up. Happened when the objective changed (= they decided or were ordered to do something else while cleaning up). Idle bots are no longer allowed to take items from purchased containers.
- Fixed bots running headlessly around while trying to find the container for items while following the clean up order. Now they should walk around instead and only run when the target container is found.
- Fixes and adjustments to security officer reactions for damage done by friendlies.
- Fixed bots sometimes yelling that they can't enter an airlock when the sub is docked.
- Fixed bots taking items from fabricators and deconstructors.
- Fixed bots saying "Can't reach target [name]".
Modding:
- The hit impact of a monster's attack can now be adjusted with the new "submarineimpactmultiplier" defined in the attack block. Note that this is a multipler to the actual impact, hence also the force applied on the attacking monster affects the final impact.
- Fixed custom loading screen tips not showing up if the vanilla content package is enabled.
- Fixed crashing when loading a save where a stack contains more items than the maximum stack size for the item/container.
- The hit impact of a monster's attack can now be adjusted with the new "submarineimpactmultiplier" defined in the attack block. Note that this is a multiplier to the actual impact, hence also the force applied on the attacking monster affects the final impact.
- Explosions now have three new parameters: ignorecover, onlyinside, and onlyoutside.
- Fixed crashing/disconnects when preloading content at the start of a round if random events contain character variants. In practice, mods that used character variants in random events occasionally prevented rounds from starting.
- Fixed crashing when attempting to play a music clip that isn't a valid ogg file or if the file is not found.
- Fixed crashing when trying to spawn a character variant with custom inventory contents.
- Renamed the ai parameter "Threshold" as "DamageThreshold".
@@ -519,11 +219,27 @@ Modding:
- The aim speed and accuracy of NPC characters can now be adjusted in the npc (spawn) definition. The Aim speed also affects melee attack speed.
- Fixed OnSevered status effects launching also on the limb that the severed limb was attached to.
- Added "bleedingnonstop" affliction, which is just the same as normal bleeding but it never wears off.
- Added and option to target the last matching limb insted of the first (StatusEffect.TargetType.Limb). Implemented targeting other limbs even when the status effect is triggered from the limb, which was previously only implemented for status effects that targeted character. See Endworm for an example.
- Added and option to target the last matching limb instead of the first (StatusEffect.TargetType.Limb). Implemented targeting other limbs even when the status effect is triggered from the limb, which was previously only implemented for status effects that targeted character. See Endworm for an example.
- Fixed hidden limbs not being ignored in many cases where they should, which potentially could cause issues with some custom monsters.
- Added "bleedparticlemultiplier" parameter in character definition, which can be used to increase/decrease the general amount of bleeding for the character in question.
- Added an option to always ignore an ai target if it's not inside the same sub as the character.
- Attacks can now "blink" limbs when they attack (Endworm). Blinking is a generic way to rotate limbs so that they "animate" (see Watcher's eye).
- Added AITrigger that can be used to trigger an ai state using the status effects (See Charybdis).
- Turned IsTraitor into a property so it can be accessed by status effects.
- Changed husk affliction's type to "alieninfection" because using "huskinfection" as both the identifier and type makes it impossible to add custom husk infections and reference just the custom one in conditionals or statuseffects.
- Fixed affliction statuseffects targeting NearbyItems or NearbyCharacters causing a crash.
- Corpses don't spawn in wrecks that contain no waypoints/spawnpoints.
- Monster events don't spawn monsters in wrecks that don't contain enemy spawnpoints.
- Fixed afflictions caused by status effects being multiplied by deltatime even when setvalue="true". The only vanilla statuseffect affected by this was incremental stun, which would stun the player for 1 frame instead of 1 second, but this may have affected some mods as well.
- Fixed errors when trying to load a beacon station with no reactor.
- Fixed level editor crashing when it tries to place a wreck that contains linked subs in the level.
- Added "onlyplayertriggered" condition for status effects. Currently only implemented for OnDamaged.
- Fixed crashing if you try to create a decal with incorrect casing.
- Fixed affliction's periodic effects being unable to reference afflictions defined later in the affliction xml.
- Fixed crashing if you save a campaign with a large map and try to load it with map generation parameters where the map is smaller.
- Fixed explosions not damaging level walls if their structure damage is set to 0.
- Fixed inability to load more than 5 wires per connection even if the connection is set to allow more.
- Allow to define afflictions (types or identifiers) to trigger the OnDamaged status effects only from certain afflictions and not all that do the damage. If the afflictions property is not defined, no restrictions are used (works as it used to).
---------------------------------------------------------------------------------------------------------
v0.12.0.3

View File

@@ -1,20 +1,15 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Platforms>AnyCPU;x64</Platforms>
<PackageId>Concentus</PackageId>
<Authors>Logan Stromberg</Authors>
<Version>1.1.6.0</Version>
<Copyright>Copyright © Xiph.Org Foundation, Skype Limited, CSIRO, Microsoft Corp.</Copyright>
<Description>This package is a pure portable C# implementation of the Opus audio compression codec (see https://opus-codec.org/ for more details). This package contains the Opus encoder, decoder, multistream codecs, repacketizer, as well as a port of the libspeexdsp resampler. It does NOT contain code to parse .ogg or .opus container files or to manage RTP packet streams</Description>
<PackageLicenseExpression />
<PackageProjectUrl>https://github.com/lostromb/concentus</PackageProjectUrl>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Platforms>AnyCPU;x64</Platforms>
<PackageId>Concentus</PackageId>
<Authors>Logan Stromberg</Authors>
<Version>1.1.6.0</Version>
<Copyright>Copyright © Xiph.Org Foundation, Skype Limited, CSIRO, Microsoft Corp.</Copyright>
<Description>This package is a pure portable C# implementation of the Opus audio compression codec (see https://opus-codec.org/ for more details). This package contains the Opus encoder, decoder, multistream codecs, repacketizer, as well as a port of the libspeexdsp resampler. It does NOT contain code to parse .ogg or .opus container files or to manage RTP packet streams</Description>
<PackageLicenseExpression />
<PackageProjectUrl>https://github.com/lostromb/concentus</PackageProjectUrl>
</PropertyGroup>
</Project>

View File

@@ -1,40 +1,40 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<RootNamespace>FarseerPhysics</RootNamespace>
<Copyright>Copyright Ian Qvist © 2013</Copyright>
<Product>Farseer Physics Engine</Product>
<Company></Company>
<Version>3.5.0.0</Version>
<Authors>Ian Qvist</Authors>
<Platforms>AnyCPU;x64</Platforms>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE</DefineConstants>
<DebugType>portable</DebugType>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<ItemGroup>
<Compile Remove="DebugLinux\**" />
<Compile Remove="DebugWindows\**" />
<Compile Remove="ReleaseWindows\**" />
<EmbeddedResource Remove="DebugLinux\**" />
<EmbeddedResource Remove="DebugWindows\**" />
<EmbeddedResource Remove="ReleaseWindows\**" />
<None Remove="DebugLinux\**" />
<None Remove="DebugWindows\**" />
<None Remove="ReleaseWindows\**" />
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\XNATypes\XNATypes.csproj" />
</ItemGroup>
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<RootNamespace>FarseerPhysics</RootNamespace>
<Copyright>Copyright Ian Qvist © 2013</Copyright>
<Product>Farseer Physics Engine</Product>
<Company></Company>
<Version>3.5.0.0</Version>
<Authors>Ian Qvist</Authors>
<Platforms>AnyCPU;x64</Platforms>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE</DefineConstants>
<DebugType>portable</DebugType>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<ItemGroup>
<Compile Remove="DebugLinux\**" />
<Compile Remove="DebugWindows\**" />
<Compile Remove="ReleaseWindows\**" />
<EmbeddedResource Remove="DebugLinux\**" />
<EmbeddedResource Remove="DebugWindows\**" />
<EmbeddedResource Remove="ReleaseWindows\**" />
<None Remove="DebugLinux\**" />
<None Remove="DebugWindows\**" />
<None Remove="ReleaseWindows\**" />
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\XNATypes\XNATypes.csproj" />
</ItemGroup>
</Project>

View File

@@ -1,35 +1,35 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyName>GameAnalytics.NetStandard</AssemblyName>
<RootNamespace>GameAnalytics.Net</RootNamespace>
<Platforms>AnyCPU;x64</Platforms>
<Authors>Game Analytics</Authors>
<Copyright>Copyright (c) 2016 Game Analytics</Copyright>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>TRACE;MONO</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;MONO</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;MONO</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;MONO</DefineConstants>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="NLog" Version="4.7.0" />
<PackageReference Include="System.Data.SQLite" Version="1.0.111" />
</ItemGroup>
<Import Project="..\GA-SDK-MONO-SHARED\GA-SDK-MONO-SHARED.projitems" Label="Shared" />
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyName>GameAnalytics.NetStandard</AssemblyName>
<RootNamespace>GameAnalytics.Net</RootNamespace>
<Platforms>AnyCPU;x64</Platforms>
<Authors>Game Analytics</Authors>
<Copyright>Copyright (c) 2016 Game Analytics</Copyright>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>TRACE;MONO</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;MONO</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;MONO</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;MONO</DefineConstants>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="NLog" Version="4.7.0" />
<PackageReference Include="System.Data.SQLite" Version="1.0.111" />
</ItemGroup>
<Import Project="..\GA-SDK-MONO-SHARED\GA-SDK-MONO-SHARED.projitems" Label="Shared" />
</Project>

View File

@@ -1,16 +1,16 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Authors>Pavel Nosovich</Authors>
<Company></Company>
<Product>Hyper.ComponentModel</Product>
<Copyright>Copyright (c) 2014 Pavel Nosovich</Copyright>
<Platforms>AnyCPU;x64</Platforms>
</PropertyGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Authors>Pavel Nosovich</Authors>
<Company></Company>
<Product>Hyper.ComponentModel</Product>
<Copyright>Copyright (c) 2014 Pavel Nosovich</Copyright>
<Platforms>AnyCPU;x64</Platforms>
</PropertyGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
</Project>

View File

@@ -1,33 +1,33 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Authors>Lidgren</Authors>
<Company />
<Product>Lidgren.Network</Product>
<Copyright>Copyright (c) 2015 lidgren</Copyright>
<Version>2012.1.7.0</Version>
<Platforms>AnyCPU;x64</Platforms>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Authors>Lidgren</Authors>
<Company />
<Product>Lidgren.Network</Product>
<Copyright>Copyright (c) 2015 lidgren</Copyright>
<Version>2012.1.7.0</Version>
<Platforms>AnyCPU;x64</Platforms>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
</Project>

View File

@@ -1,93 +1,93 @@
#OS junk files
[Tt]humbs.db
*.DS_Store
#Output Linux Installer
Installers/Linux/tmp_deb/
Installers/Linux/tmp_run/
*.run
*.deb
#Visual Studio files
*.pidb
*.userprefs
*.[Oo]bj
*.exe
*.pdb
*.user
*.aps
*.pch
*.vspscc
*.vssscc
*_i.c
*_p.c
*.ncb
*.suo
*.tlb
*.tlh
*.bak
*.[Cc]ache
*.ilk
*.log
*.lib
*.sbr
*.sdf
*.csproj.csdat
ipch/
obj/
[Bb]in
[Dd]ebug*/
[Rr]elease*/
Ankh.NoLoad
.vs/
project.lock.json
/MonoGame.Framework/MonoGame.Framework.Net.WindowsUniversal.project.lock.json
/MonoGame.Framework/MonoGame.Framework.WindowsUniversal.project.lock.json
artifacts/
# JetBrains Rider
.idea/
#Tooling
_ReSharper*/
*.resharper
[Tt]est[Rr]esult*
#Visual Studio Rebracer extension, allows the user to automatically change the style configuration by project
rebracer.xml
#Subversion files
.svn
# Office Temp Files
~$*
#monodroid private beta
monodroid*.msi
#Unix temporary files
*~
# Output docs
Documentation/Output/
# Protobuild Generated Files
*.speccache
*.ncrunchproject
*.ncrunchsolution
#Mac Package Files
*.pkg
*.mpack
**/packages
#Nuget Packages
**/*.nupkg
#Zip files
*.zip
Installers/MacOS/Scripts/Framework/postinstall
IDE/MonoDevelop/MonoDevelop.MonoGame/templates/Common/MonoGame.Framework.dll.config
ThirdParty/*
#OS junk files
[Tt]humbs.db
*.DS_Store
#Output Linux Installer
Installers/Linux/tmp_deb/
Installers/Linux/tmp_run/
*.run
*.deb
#Visual Studio files
*.pidb
*.userprefs
*.[Oo]bj
*.exe
*.pdb
*.user
*.aps
*.pch
*.vspscc
*.vssscc
*_i.c
*_p.c
*.ncb
*.suo
*.tlb
*.tlh
*.bak
*.[Cc]ache
*.ilk
*.log
*.lib
*.sbr
*.sdf
*.csproj.csdat
ipch/
obj/
[Bb]in
[Dd]ebug*/
[Rr]elease*/
Ankh.NoLoad
.vs/
project.lock.json
/MonoGame.Framework/MonoGame.Framework.Net.WindowsUniversal.project.lock.json
/MonoGame.Framework/MonoGame.Framework.WindowsUniversal.project.lock.json
artifacts/
# JetBrains Rider
.idea/
#Tooling
_ReSharper*/
*.resharper
[Tt]est[Rr]esult*
#Visual Studio Rebracer extension, allows the user to automatically change the style configuration by project
rebracer.xml
#Subversion files
.svn
# Office Temp Files
~$*
#monodroid private beta
monodroid*.msi
#Unix temporary files
*~
# Output docs
Documentation/Output/
# Protobuild Generated Files
*.speccache
*.ncrunchproject
*.ncrunchsolution
#Mac Package Files
*.pkg
*.mpack
**/packages
#Nuget Packages
**/*.nupkg
#Zip files
*.zip
Installers/MacOS/Scripts/Framework/postinstall
IDE/MonoDevelop/MonoDevelop.MonoGame/templates/Common/MonoGame.Framework.dll.config
ThirdParty/*

View File

@@ -7,23 +7,10 @@ using System.Text;
namespace Microsoft.Xna.Framework.Graphics
{
public interface ISpriteBatch
{
public void Draw(Texture2D texture,
Vector2 position,
Rectangle? sourceRectangle,
Color color,
float rotation,
Vector2 origin,
Vector2 scale,
SpriteEffects effects,
float layerDepth);
}
/// <summary>
/// Helper class for drawing text strings and sprites in one or more optimized batches.
/// </summary>
public class SpriteBatch : GraphicsResource, ISpriteBatch
public class SpriteBatch : GraphicsResource
{
#region Private Fields
readonly SpriteBatcher _batcher;

View File

@@ -1,45 +1,45 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<RootNamespace>SharpFont</RootNamespace>
<PackageId>SharpFont</PackageId>
<Description>Cross-platform FreeType bindings for C#</Description>
<Company>Robmaister</Company>
<Product>SharpFont</Product>
<Authors />
<Copyright>Copyright (c) Robert Rouhani 2012-2016</Copyright>
<Platforms>AnyCPU;x64</Platforms>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>TRACE;DEBUG;SHARPFONT_PORTABLE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;DEBUG;SHARPFONT_PORTABLE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;SHARPFONT_PORTABLE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;SHARPFONT_PORTABLE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<ItemGroup>
<Compile Include="..\SharpFontShared\**\*.cs" />
</ItemGroup>
<ItemGroup>
<Compile Remove="..\SharpFontShared\Properties\AssemblyInfo.cs" />
</ItemGroup>
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<RootNamespace>SharpFont</RootNamespace>
<PackageId>SharpFont</PackageId>
<Description>Cross-platform FreeType bindings for C#</Description>
<Company>Robmaister</Company>
<Product>SharpFont</Product>
<Authors />
<Copyright>Copyright (c) Robert Rouhani 2012-2016</Copyright>
<Platforms>AnyCPU;x64</Platforms>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>TRACE;DEBUG;SHARPFONT_PORTABLE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<DefineConstants>TRACE;DEBUG;SHARPFONT_PORTABLE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;SHARPFONT_PORTABLE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<DefineConstants>TRACE;SHARPFONT_PORTABLE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<NoWarn>1701;1702;3021</NoWarn>
</PropertyGroup>
<ItemGroup>
<Compile Include="..\SharpFontShared\**\*.cs" />
</ItemGroup>
<ItemGroup>
<Compile Remove="..\SharpFontShared\Properties\AssemblyInfo.cs" />
</ItemGroup>
</Project>

View File

@@ -1,10 +1,10 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Platforms>AnyCPU;x64</Platforms>
<Authors></Authors>
<Company />
</PropertyGroup>
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Platforms>AnyCPU;x64</Platforms>
<Authors></Authors>
<Company />
</PropertyGroup>
</Project>

View File

@@ -1,82 +1,82 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ImportGroup Label="PropertySheets" />
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<OutDir>$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(Platform)\$(Configuration)\$(ProjectName)\</IntDir>
<CharacterSet Condition="'$(ConfigurationType)'=='Application'">Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Debug' or '$(Configuration)'=='DebugDLL' or '$(Configuration)'=='DebugDLL_fixed'">
<LinkIncremental>true</LinkIncremental>
<UseDebugLibraries>true</UseDebugLibraries>
<WholeProgramOptimization>false</WholeProgramOptimization>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Release' or '$(Configuration)'=='ReleaseDLL' or '$(Configuration)'=='ReleaseDLL_fixed'">
<LinkIncremental>false</LinkIncremental>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
</PropertyGroup>
<ItemDefinitionGroup>
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<CompileAsManaged>false</CompileAsManaged>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..;..\..\include;..\..\silk;..\..\celt;..\..\win32;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>HAVE_CONFIG_H;WIN32;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeTypeInfo>false</RuntimeTypeInfo>
<OpenMPSupport>false</OpenMPSupport>
</ClCompile>
<Lib>
<SubSystem>Console</SubSystem>
</Lib>
<Link>
<LargeAddressAware>true</LargeAddressAware>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug' or '$(Configuration)'=='DebugDLL' or '$(Configuration)'=='DebugDLL_fixed'">
<ClCompile>
<ControlFlowGuard>Guard</ControlFlowGuard>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<EnableEnhancedInstructionSet Condition="'$(Platform)'=='Win32'">NoExtensions</EnableEnhancedInstructionSet>
<EnableParallelCodeGeneration>false</EnableParallelCodeGeneration>
<FloatingPointExceptions>true</FloatingPointExceptions>
<FunctionLevelLinking>false</FunctionLevelLinking>
<InlineFunctionExpansion>Disabled</InlineFunctionExpansion>
<MultiProcessorCompilation>false</MultiProcessorCompilation>
<OmitFramePointers>false</OmitFramePointers>
<Optimization>Disabled</Optimization>
<RuntimeLibrary Condition="'$(Configuration)'=='Debug'">MultiThreadedDebug</RuntimeLibrary>
<RuntimeLibrary Condition="'$(Configuration)'!='Debug'">MultiThreadedDebugDLL</RuntimeLibrary>
<SDLCheck>true</SDLCheck>
<StringPooling>false</StringPooling>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Release' or '$(Configuration)'=='ReleaseDLL' or '$(Configuration)'=='ReleaseDLL_fixed'">
<ClCompile>
<ControlFlowGuard>false</ControlFlowGuard>
<DebugInformationFormat>None</DebugInformationFormat>
<EnableFiberSafeOptimizations>true</EnableFiberSafeOptimizations>
<EnableParallelCodeGeneration>true</EnableParallelCodeGeneration>
<ExceptionHandling>false</ExceptionHandling>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<FloatingPointModel Condition="'$(Configuration)'=='Release'">Fast</FloatingPointModel>
<FloatingPointModel Condition="'$(Configuration)'!='Release'">Precise</FloatingPointModel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<Optimization>MaxSpeed</Optimization>
<RuntimeLibrary Condition="'$(Configuration)'=='Release'">MultiThreaded</RuntimeLibrary>
<RuntimeLibrary Condition="'$(Configuration)'!='Release'">MultiThreadedDLL</RuntimeLibrary>
<StructMemberAlignment>16Bytes</StructMemberAlignment>
</ClCompile>
<Link>
<GenerateDebugInformation>false</GenerateDebugInformation>
</Link>
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<ItemGroup />
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ImportGroup Label="PropertySheets" />
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<OutDir>$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(Platform)\$(Configuration)\$(ProjectName)\</IntDir>
<CharacterSet Condition="'$(ConfigurationType)'=='Application'">Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Debug' or '$(Configuration)'=='DebugDLL' or '$(Configuration)'=='DebugDLL_fixed'">
<LinkIncremental>true</LinkIncremental>
<UseDebugLibraries>true</UseDebugLibraries>
<WholeProgramOptimization>false</WholeProgramOptimization>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Release' or '$(Configuration)'=='ReleaseDLL' or '$(Configuration)'=='ReleaseDLL_fixed'">
<LinkIncremental>false</LinkIncremental>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
</PropertyGroup>
<ItemDefinitionGroup>
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<CompileAsManaged>false</CompileAsManaged>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..;..\..\include;..\..\silk;..\..\celt;..\..\win32;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>HAVE_CONFIG_H;WIN32;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeTypeInfo>false</RuntimeTypeInfo>
<OpenMPSupport>false</OpenMPSupport>
</ClCompile>
<Lib>
<SubSystem>Console</SubSystem>
</Lib>
<Link>
<LargeAddressAware>true</LargeAddressAware>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug' or '$(Configuration)'=='DebugDLL' or '$(Configuration)'=='DebugDLL_fixed'">
<ClCompile>
<ControlFlowGuard>Guard</ControlFlowGuard>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<EnableEnhancedInstructionSet Condition="'$(Platform)'=='Win32'">NoExtensions</EnableEnhancedInstructionSet>
<EnableParallelCodeGeneration>false</EnableParallelCodeGeneration>
<FloatingPointExceptions>true</FloatingPointExceptions>
<FunctionLevelLinking>false</FunctionLevelLinking>
<InlineFunctionExpansion>Disabled</InlineFunctionExpansion>
<MultiProcessorCompilation>false</MultiProcessorCompilation>
<OmitFramePointers>false</OmitFramePointers>
<Optimization>Disabled</Optimization>
<RuntimeLibrary Condition="'$(Configuration)'=='Debug'">MultiThreadedDebug</RuntimeLibrary>
<RuntimeLibrary Condition="'$(Configuration)'!='Debug'">MultiThreadedDebugDLL</RuntimeLibrary>
<SDLCheck>true</SDLCheck>
<StringPooling>false</StringPooling>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Release' or '$(Configuration)'=='ReleaseDLL' or '$(Configuration)'=='ReleaseDLL_fixed'">
<ClCompile>
<ControlFlowGuard>false</ControlFlowGuard>
<DebugInformationFormat>None</DebugInformationFormat>
<EnableFiberSafeOptimizations>true</EnableFiberSafeOptimizations>
<EnableParallelCodeGeneration>true</EnableParallelCodeGeneration>
<ExceptionHandling>false</ExceptionHandling>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<FloatingPointModel Condition="'$(Configuration)'=='Release'">Fast</FloatingPointModel>
<FloatingPointModel Condition="'$(Configuration)'!='Release'">Precise</FloatingPointModel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<Optimization>MaxSpeed</Optimization>
<RuntimeLibrary Condition="'$(Configuration)'=='Release'">MultiThreaded</RuntimeLibrary>
<RuntimeLibrary Condition="'$(Configuration)'!='Release'">MultiThreadedDLL</RuntimeLibrary>
<StructMemberAlignment>16Bytes</StructMemberAlignment>
</ClCompile>
<Link>
<GenerateDebugInformation>false</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup />
</Project>

View File

@@ -1,399 +1,399 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="DebugDLL_fixed|Win32">
<Configuration>DebugDLL_fixed</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="DebugDLL_fixed|x64">
<Configuration>DebugDLL_fixed</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="DebugDLL|Win32">
<Configuration>DebugDLL</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="DebugDLL|x64">
<Configuration>DebugDLL</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="ReleaseDLL_fixed|Win32">
<Configuration>ReleaseDLL_fixed</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="ReleaseDLL_fixed|x64">
<Configuration>ReleaseDLL_fixed</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="ReleaseDLL|Win32">
<Configuration>ReleaseDLL</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
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View File

@@ -1,37 +1,37 @@
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if exist "%~dp0..\package_version" goto :getversion
echo Git cannot be found, nor can package_version. Generating unknown version.
set version=unknown
goto :gotversion
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setlocal enableextensions enabledelayedexpansion
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goto :gotversion
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if not errorlevel 1 goto exit
copy /y "%~1_temp" "%~1"
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del "%~1_temp"

View File

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