v0.7.0.1
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.7.0.0")]
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[assembly: AssemblyFileVersion("0.7.0.0")]
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[assembly: AssemblyVersion("0.7.0.1")]
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[assembly: AssemblyFileVersion("0.7.0.1")]
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.7.0.0")]
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[assembly: AssemblyFileVersion("0.7.0.0")]
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[assembly: AssemblyVersion("0.7.0.1")]
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[assembly: AssemblyFileVersion("0.7.0.1")]
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@@ -1,3 +1,26 @@
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---------------------------------------------------------------------------------------------------------
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v0.7.0.1
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---------------------------------------------------------------------------------------------------------
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- Added console commands for modifying client permissions.
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- Fixed content package setting not being saved in the settings menu.
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- Item pickup sounds are only played when the controlled character picks up an item.
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- Removed serverconfig.xml (the dedicated server now uses the same config file as the normal game).
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- Updated the vanilla content package to version 0.7.
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- Fixed entity linking in the submarine editor.
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- Fixed railgun HUD crashing the game if the railgun is linked to an item that does not have an
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ItemContainer component (i.e. any item that can't contain other items).
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- Fixed exceptions when the player dies in the tutorial.
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- Fixed the start popup saying the host is the target if the host has been selected as the traitor.
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- Fixed crashes when attempting to use a railgun controller that's not connected to anything.
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- Fixed autorestart counter overlapping with the campaign map in the server lobby screen.
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- Fixed characters receiving damage almost exclusively to their feet when wearing a diving suit.
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- Armoring reduces damage by a certain percentage, not a fixed value. Now armor doesn't make characters
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invulnerable to small amounts of damage.
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- The effectiveness of different types of armor depends on the type of damage. For example, diving suits
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provide fairly good protection against burn and slash damage, but aren't as affective against blunt damage.
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- Fixed light sources attached to limbs not rotating with the limbs.
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---------------------------------------------------------------------------------------------------------
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v0.7.0.0
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---------------------------------------------------------------------------------------------------------
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