Water flow logic tweaking:
- Less fluctuation, water doesn't constantly flow back and forth through gaps. - Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs. - Vertical gaps don't push characters up/down unless the character is roughly above/below the gap. + Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
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@@ -365,7 +365,7 @@ namespace Barotrauma.Networking
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if (hull.Submarine != respawnShuttle) continue;
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hull.OxygenPercentage = 100.0f;
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hull.Volume = 0.0f;
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hull.WaterVolume = 0.0f;
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}
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foreach (Character c in Character.CharacterList)
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