v1.0.9.0 (2nd hotfix)
This commit is contained in:
@@ -801,6 +801,7 @@ namespace Barotrauma
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IEnumerable<GUITextBox> GetAndSortTextBoxes(GUIComponent parent) => parent.GetAllChildren<GUITextBox>().OrderBy(t => t.Rect.Y).ThenBy(t => t.Rect.X);
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GUITextBox SelectNextTextBox(GUIListBox listBox)
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{
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if (listBox?.SelectedComponent == null) { return null; }
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var textBoxes = GetAndSortTextBoxes(listBox.SelectedComponent);
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if (textBoxes.Any())
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{
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@@ -155,7 +155,7 @@ namespace Barotrauma.Lights
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{
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foreach (LightSource light in lights)
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{
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light.NeedsHullCheck = true;
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light.HullsUpToDate.Clear();
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light.NeedsRecalculation = true;
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}
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}
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@@ -222,9 +222,10 @@ namespace Barotrauma.Lights
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private float prevCalculatedRange;
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private Vector2 prevCalculatedPosition;
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//do we need to recheck which convex hulls are within range
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//(e.g. position or range of the lightsource has changed)
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public bool NeedsHullCheck = true;
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//Which submarines' convex hulls are up to date? Resets when the item moves/rotates relative to the submarine.
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//Can contain null (means convex hulls that aren't part of any submarine).
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public HashSet<Submarine> HullsUpToDate = new HashSet<Submarine>();
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//do we need to recalculate the vertices of the light volume
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private bool needsRecalculation;
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public bool NeedsRecalculation
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@@ -277,7 +278,7 @@ namespace Barotrauma.Lights
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return;
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}
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NeedsHullCheck = true;
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HullsUpToDate.Clear();
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NeedsRecalculation = true;
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}
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}
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@@ -298,7 +299,7 @@ namespace Barotrauma.Lights
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return;
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}
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NeedsHullCheck = true;
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HullsUpToDate.Clear();
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NeedsRecalculation = true;
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}
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}
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@@ -368,7 +369,7 @@ namespace Barotrauma.Lights
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lightSourceParams.Range = value;
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if (Math.Abs(prevCalculatedRange - lightSourceParams.Range) < 10.0f) return;
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NeedsHullCheck = true;
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HullsUpToDate.Clear();
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NeedsRecalculation = true;
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prevCalculatedRange = lightSourceParams.Range;
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}
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@@ -384,8 +385,8 @@ namespace Barotrauma.Lights
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set
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{
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NeedsRecalculation = true;
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NeedsHullCheck = true;
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lightTextureTargetSize = value;
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HullsUpToDate.Clear();
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}
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}
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@@ -526,7 +527,7 @@ namespace Barotrauma.Lights
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chList.List.Add(convexHull);
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}
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chList.IsHidden.RemoveWhere(ch => !chList.List.Contains(ch));
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NeedsHullCheck = false;
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HullsUpToDate.Add(sub);
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}
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/// <summary>
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@@ -571,7 +572,7 @@ namespace Barotrauma.Lights
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//light and the convexhulls are both outside
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if (sub == null)
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{
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if (NeedsHullCheck)
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if (!HullsUpToDate.Contains(null))
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{
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RefreshConvexHullList(chList, lightPos, null);
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}
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@@ -603,7 +604,7 @@ namespace Barotrauma.Lights
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//light and convexhull are both inside the same sub
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if (sub == ParentSub)
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{
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if (NeedsHullCheck)
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if (!HullsUpToDate.Contains(sub))
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{
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RefreshConvexHullList(chList, lightPos, sub);
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}
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@@ -611,7 +612,7 @@ namespace Barotrauma.Lights
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//light and convexhull are inside different subs
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else
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{
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if (sub.DockedTo.Contains(ParentSub) && !NeedsHullCheck) { return; }
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if (sub.DockedTo.Contains(ParentSub) && HullsUpToDate.Contains(sub)) { return; }
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lightPos -= (sub.Position - ParentSub.Position);
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@@ -1385,9 +1386,9 @@ namespace Barotrauma.Lights
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public void Reset()
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{
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HullsUpToDate.Clear();
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convexHullsInRange.Clear();
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diffToSub.Clear();
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NeedsHullCheck = true;
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NeedsRecalculation = true;
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vertexCount = 0;
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@@ -6,8 +6,8 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>1.0.8.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Version>1.0.9.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
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@@ -6,8 +6,8 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>1.0.8.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Version>1.0.9.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
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@@ -6,8 +6,8 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>1.0.8.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Version>1.0.9.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
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@@ -6,8 +6,8 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>1.0.8.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Version>1.0.9.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
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@@ -6,8 +6,8 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>1.0.8.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Version>1.0.9.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
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@@ -6,8 +6,8 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>1.0.8.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Version>1.0.9.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
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@@ -482,8 +482,8 @@ namespace Barotrauma.Items.Components
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{
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foreach (Item item in Inventory.AllItemsMod)
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{
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item.ApplyStatusEffects(ActionType.OnSuccess, 1.0f, ownerCharacter);
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item.ApplyStatusEffects(ActionType.OnUse, 1.0f, ownerCharacter);
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item.ApplyStatusEffects(ActionType.OnSuccess, 1.0f, ownerCharacter, useTarget: ownerCharacter);
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item.ApplyStatusEffects(ActionType.OnUse, 1.0f, ownerCharacter, useTarget: ownerCharacter);
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item.GetComponent<GeneticMaterial>()?.Equip(ownerCharacter);
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}
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autoInjectCooldown = AutoInjectInterval;
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@@ -259,7 +259,7 @@ namespace Barotrauma
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{
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if (outpost.exitPoints.Any())
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{
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Rectangle worldBorders = Borders;
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Rectangle worldBorders = GetDockedBorders();
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worldBorders.Location += WorldPosition.ToPoint();
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foreach (var exitPoint in outpost.exitPoints)
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{
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@@ -425,18 +425,22 @@ namespace Barotrauma
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}
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}
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private static readonly HashSet<Submarine> checkSubmarineBorders = new HashSet<Submarine>();
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/// <summary>
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/// Returns a rect that contains the borders of this sub and all subs docked to it
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/// Returns a rect that contains the borders of this sub and all subs docked to it, excluding outposts
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/// </summary>
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public Rectangle GetDockedBorders(List<Submarine> checkd = null)
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public Rectangle GetDockedBorders()
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{
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if (checkd == null) { checkd = new List<Submarine>(); }
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checkd.Add(this);
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checkSubmarineBorders.Clear();
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return GetDockedBordersRecursive();
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}
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private Rectangle GetDockedBordersRecursive()
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{
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Rectangle dockedBorders = Borders;
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var connectedSubs = DockedTo.Where(s => !checkd.Contains(s) && !s.Info.IsOutpost).ToList();
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checkSubmarineBorders.Add(this);
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var connectedSubs = DockedTo.Where(s => !checkSubmarineBorders.Contains(s) && !s.Info.IsOutpost);
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foreach (Submarine dockedSub in connectedSubs)
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{
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//use docking ports instead of world position to determine
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@@ -445,7 +449,7 @@ namespace Barotrauma
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Vector2? expectedLocation = CalculateDockOffset(this, dockedSub);
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if (expectedLocation == null) { continue; }
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Rectangle dockedSubBorders = dockedSub.GetDockedBorders(checkd);
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Rectangle dockedSubBorders = dockedSub.GetDockedBordersRecursive();
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dockedSubBorders.Location += MathUtils.ToPoint(expectedLocation.Value);
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dockedBorders.Y = -dockedBorders.Y;
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@@ -477,8 +481,7 @@ namespace Barotrauma
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{
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foreach (Submarine dockedSub in DockedTo)
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{
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if (subs.Contains(dockedSub)) continue;
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if (subs.Contains(dockedSub)) { continue; }
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subs.Add(dockedSub);
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dockedSub.GetConnectedSubsRecursive(subs);
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}
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@@ -52,7 +52,12 @@ namespace Barotrauma
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{
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Config config = new Config
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{
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#if SERVER
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//server defaults to English, clients get a prompt to select a language
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Language = TextManager.DefaultLanguage,
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#else
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Language = LanguageIdentifier.None,
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#endif
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SubEditorUndoBuffer = 32,
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MaxAutoSaves = 8,
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AutoSaveIntervalSeconds = 300,
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@@ -100,11 +105,13 @@ namespace Barotrauma
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Config retVal = fallback ?? GetDefault();
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retVal.DeserializeElement(element);
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#if SERVER
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//server defaults to English, clients get a prompt to select a language
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if (retVal.Language == LanguageIdentifier.None)
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{
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retVal.Language = TextManager.DefaultLanguage;
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}
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#endif
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retVal.Graphics = GraphicsSettings.FromElements(element.GetChildElements("graphicsmode", "graphicssettings"), retVal.Graphics);
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retVal.Audio = AudioSettings.FromElements(element.GetChildElements("audio"), retVal.Audio);
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#if CLIENT
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@@ -1,3 +1,15 @@
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---------------------------------------------------------------------------------------------------------
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v1.0.9.0
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---------------------------------------------------------------------------------------------------------
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- Fixed crashing when you move from one textbox to another using tab and go past the last available textbox.
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- Fixed inability to enter the final levels on some subs that include shuttles/drones.
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- Fixed autoinjectors (PUCS, autoinjector headset) wasting the syringe without any effects on the character.
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- Fixed bots failing to operate turrets in Typhon 1 due to them being partially inside the ceiling.
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- Fixed lights going through walls in outposts.
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- Fixed language selection prompt not showing up when launching the game for the first time.
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- Fixed bots doing objectives during the roles tutorial, e.g. repairing the leaks for you.
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---------------------------------------------------------------------------------------------------------
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v1.0.8.0
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---------------------------------------------------------------------------------------------------------
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