diff --git a/Barotrauma/BarotraumaShared/changelog.txt b/Barotrauma/BarotraumaShared/changelog.txt index 14bad46fe..6c54ab2b7 100644 --- a/Barotrauma/BarotraumaShared/changelog.txt +++ b/Barotrauma/BarotraumaShared/changelog.txt @@ -1,3 +1,158 @@ +--------------------------------------------------------------------------------------------------------- +v0.8.0.0 +--------------------------------------------------------------------------------------------------------- + +- Made ambient lighting much darker and added a subtle glow around the player. +- Made partially damaged walls leak much more slowly. +- Nerfed wall damage. Crawlers, mantises, threshers and coelanths now take much more time to tear through +the hull and collisions with the level cause less damage. +- Moved a bunch of hard-coded texts to an xml file "Content/Texts.xml". Full translation support is still +in progress, but now it should be possible to translate most of the in-game texts without recompiling the game. +- Optimized rendering. +- More accurate endworm attack hit detection. +- Players can only see the names of characters that are in their field of view. +- Fixed submarines bouncing off monsters and other submarines that are laying against the ocean floor. +- Characters can be crushed between submarines and ice walls. +- Item names can be changed without breaking everything as long as the original name is included as an +alias of the item. +- Console command arguments can be autocompleted by hitting tab. +- Added a console command for automatic hull generation. +- Added a console command for killing a character. +- FPS counter can be enabled separately from DebugDraw. +- Option to display lighting in the submarine editor. +- Added a submarine preview window that displays a preview image and some extra information of the subs. +- Option to configure which content packages a submarine is compatible with. +- Names and health bars fade out when the cursor is not being hovered near the character. +- Added spark and smoke particle effects when welding or cutting something. +- Welding or cutting a door displays its health. +- Added a button for forcing the controlled character into ragdoll mode. +- Option to grab onto the torso of a dead/unconscious character. +- Dead/unconscious characters can be dragged up ladders. +- Improved CPR animations. +- Doing CPR on bleeding characters causes them to take damage. +- Characters can fall through holes in floors. +- Players can pick up corpses and eat them when controlling a monster. +- Husks don't attack huskified humans. +- Characters with severed limbs cannot be resurrected as a husk. +- The humanhusk.xml config file is found based on the name instead of the file path, making it possible +to use a custom config file without modifying the original one. +- More footstep sound variety. +- More gore particles! +- Added a conditional system to status effects. Allows creating status effects that only have an effect +when a specific condition is met (e.g. health above a specific level, charge of an item high enough). +- Option to prevent status effects from stacking. +- Option to make status effects cancel other status effects. + +Items: + - Added syringe guns and a bunch of new chemicals. + - Added ducts, switches and motion detectors. + - Added crowbars (can be used to open locked doors). + - Chemicals and explosives can be thrown. + - Made more items craftable and deconstructable. + - Added sprites for broken doors, hatches and junction boxes. + - Health Scanner HUD displays causes of death. + - Health Scanner HUD only shows the status of the visible character that the cursor is closest to + prevent multiple characters from cluttering the screen + - Added "smallitem" tag to revolver rounds (can be placed in cabinets and pockets now). + - Option to determine which types of targets a projectile can stick to. + - Improved revolver hitscan logic. + - Item descriptions can be changed in the submarine editor. + - Characters can hold flashlights in their mouths. + - Added an inventory slot for ID cards. + - If a character is wearing an item that obscures their face, the game will either hide their name or + show the name that's in the ID card the character is wearing. + - The owner of an ID card is stated in the description of the card. + - Fabricating items requires the ingredients to have a specific minimum condition (can't use + already-used consumables to craft something). + - Deconstructing an item that's not in a full condition may prevent some deconstruction products from appearing. + - Optimized electricity/signal logic. + - Grenades can be triggered by detonators. + - Bought cargo spawns in containers instead of being scattered across the floor. + - Players can't use other items when a railgun controller is selected. Prevents accidentally firing + weapons or hitting people with something while using the railguns. + - Item editing menus display color values as 0-255 instead of 0-1. + - Reactor temperature has to be critical for 30 seconds before the reactor explodes, giving the crew + more time to deal with griefers or incompetent reactor operators. The reactors also have an output + connection that sends out a signal when the temperature is critical. + +Multiplayer additions: + - Added an optional "karma system". Harming other players, damaging structures and blowing up the reactor + reduces karma, while repairing things causes it to increase. A too low karma level prevents the players + from choosing specific jobs + - Clients can be given permission to use specific console commands. + - Client permission presets: the clients can be assigned as moderators or admins which have specific + pre-configured permissions. New presets can be added by editing Data/permissionpresets.xml. + - Option to have more than one traitor. Traitors also now get a set of code words that can be used to + secretly identify other traitors. + - Added an option to make players spawn directly in the main submarine instead of the respawn shuttle. + - Keybinds are disabled when the chatbox is active. Now it's possible to use normal letter/number keys + as the chat hotkey without accidentally deselecting the chatbox by typing a message. + - Chat hotkey can also be used in the server lobby. + - Added a [PM] tag to private chat messages. + - Fixed game over/round end music not playing when a round ends. + - Cutting and repairing walls is included in server logs. + +Multiplayer bugfixes: + - Fixed clients getting disconnected due to desync when a new monster is spawned mid-round by a repeating + monster event. + - Fixed modified clients being able to chat while unconscious due to the lack of server-side checks. + - Fixed modified clients being able to disconnect locked wires due to the lack of server-side checks. + - Fixed chat messages being assigned to the wrong sender when their bodies have been eaten. + - Fixed crashing when setting a server filter while the game is refreshing the server list. + - Fixed wires not being dropped server-side when a player drops a connected wire without dragging it + to their inventory first. + - Fixed 5th server being impossible to select in the server list. + - Improvements to character position syncing. + - Re-enabled logic for preventing players from using visually similar names. + - Fixed client-side null exception when the client is in the lobby and a round ends with the mission + successfully completed. + - Fixed clients being able to votekick/kick/ban themselves in the server lobby. + - Fixed "selected mode" and "mission type" settings not being saved. + - Level seed randomization can be toggled on and off via the debug console. + - Fixed dedicated server not randomizing the submarine or game mode even if randomization is enabled. + - Lighting is forced back on when a client starts a round (-> can't disable lighting by using the console + command before joining a server). + +Bugfixes: + - Fixed wire connections being lost when copy-pasting in the submarine editor. + - Fixed wire nodes being impossible to select in the wiring mode if the nodes are exactly at the same position. + - Fixed artifact holders being occasionally placed inside ruin doors and hatches. + - Fixed particles in water being drawn under ruin structures, making it seem as if plasma cutters and + welders weren't working. + - Fixed all ruin structures having a health of 100. + - Fixed OnActive status effects not being applied on powered items that don't require any power. + - Fixed damage modifiers being applied multiple times when wearing an item that takes up multiple slots. + Meaning that items such as the diving suit gave the players an excessive protection against damage. + - Messagebox overflow fixes. + - Fixed monsters being able to spawn right next to the spawnpoint of the sub. + - Fixed hulls not being linked to gaps if the center of the gap is exactly at the edge of the adjacent + hulls. + - Miscellaneous crew AI fixes. + - Fixes to fast projectiles going through walls. + - Fixed structure damage sounds not being played when a structure is fully destroyed. + - Fixed glass windows using wrong sound effects. + - Fixed carrier's light falling off when it dies. + - Fixed incorrect positioning of debug console question prompts. + - Fixed being able to use a wrench on multiple items at the same time. + - Fixed double-clicking items in corpses putting them in their hands instead of your own inventory. + - Fixed some level seeds generating a tiny enclosed cave that makes it impossible to reach the destination. + - Fixed opened and broken doors being ignored during waypoint generation, causing waypoint connections + to go through doors which prevented AI characters from opening them. + - Fixed modified structure colors not being cloned. + - Fixed modified wall colors only being visible in the submarine editor. + - Fixed items being dropped when attempting to place them in an itemcontainer slot that's on a normal + inventory slot. + - Fixed stack overflow exceptions caused by signal loops between junction boxes. + - Fixed submarine editor crashing when attempting to use illegal characters in the filename. + - Mouse clicks have to be <10 pixels apart to be considered a double click. + - Fixed subinventory slots going outside the screen when highlighting an item such as a metal crate. + - All creatures all cleared from the tutorial level to prevent any unintended monster attacks. + - Fixed "constructing final path failed" pathfinding errors. + - Fixed particles going through closed gaps (e.g. closed doors). + - Fixed submarines being able to enter ruins. + - Fixed collisions between a sub and the ruins not causing any damage to either the sub or the ruins. + - Whitespace is ignored when calculating MD5 hashes for files. + --------------------------------------------------------------------------------------------------------- v0.7.0.1 ---------------------------------------------------------------------------------------------------------