Unstable 1.2.4.0
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@@ -192,12 +192,12 @@ namespace Barotrauma
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if (Level.Loaded.EndOutpost == null || !Level.Loaded.EndOutpost.DockedTo.Contains(leavingSub))
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{
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string textTag = availableTransition == TransitionType.ProgressToNextLocation ? "EnterLocation" : "EnterEmptyLocation";
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buttonText = TextManager.GetWithVariable(textTag, "[locationname]", Level.Loaded.EndLocation?.Name ?? "[ERROR]");
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buttonText = TextManager.GetWithVariable(textTag, "[locationname]", Level.Loaded.EndLocation?.DisplayName ?? "[ERROR]");
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allowEndingRound = !ForceMapUI && !ShowCampaignUI;
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}
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break;
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case TransitionType.LeaveLocation:
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buttonText = TextManager.GetWithVariable("LeaveLocation", "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]");
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buttonText = TextManager.GetWithVariable("LeaveLocation", "[locationname]", Level.Loaded.StartLocation?.DisplayName ?? "[ERROR]");
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allowEndingRound = !ForceMapUI && !ShowCampaignUI;
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break;
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case TransitionType.ReturnToPreviousLocation:
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@@ -205,7 +205,7 @@ namespace Barotrauma
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if (Level.Loaded.StartOutpost == null || !Level.Loaded.StartOutpost.DockedTo.Contains(leavingSub))
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{
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string textTag = availableTransition == TransitionType.ReturnToPreviousLocation ? "EnterLocation" : "EnterEmptyLocation";
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buttonText = TextManager.GetWithVariable(textTag, "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]");
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buttonText = TextManager.GetWithVariable(textTag, "[locationname]", Level.Loaded.StartLocation?.DisplayName ?? "[ERROR]");
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allowEndingRound = !ForceMapUI && !ShowCampaignUI;
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}
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break;
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@@ -221,7 +221,7 @@ namespace Barotrauma
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endRoundButton.Color = GUIStyle.Red * 0.7f;
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endRoundButton.HoverColor = GUIStyle.Red;
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}
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buttonText = TextManager.GetWithVariable("LeaveLocation", "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]");
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buttonText = TextManager.GetWithVariable("LeaveLocation", "[locationname]", Level.Loaded.StartLocation?.DisplayName ?? "[ERROR]");
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allowEndingRound = !ForceMapUI && !ShowCampaignUI;
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}
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else
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+13
-4
@@ -614,7 +614,7 @@ namespace Barotrauma
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{
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if (availableMission.ConnectionIndex < 0 || availableMission.ConnectionIndex >= campaign.Map.CurrentLocation.Connections.Count)
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{
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: connection index for mission \"{availableMission.Identifier}\" out of range (index: {availableMission.ConnectionIndex}, current location: {campaign.Map.CurrentLocation.Name}, connections: {campaign.Map.CurrentLocation.Connections.Count}).");
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: connection index for mission \"{availableMission.Identifier}\" out of range (index: {availableMission.ConnectionIndex}, current location: {campaign.Map.CurrentLocation.DisplayName}, connections: {campaign.Map.CurrentLocation.Connections.Count}).");
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continue;
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}
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LocationConnection connection = campaign.Map.CurrentLocation.Connections[availableMission.ConnectionIndex];
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@@ -647,7 +647,15 @@ namespace Barotrauma
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{
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if (ownedSubIndex >= GameMain.Client.ServerSubmarines.Count)
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{
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string errorMsg = $"Error in {nameof(MultiPlayerCampaign.ClientRead)}. Owned submarine index was out of bounds. Index: {ownedSubIndex}, submarines: {string.Join(", ", GameMain.Client.ServerSubmarines.Select(s => s.Name))}";
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string errorMsg;
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if (GameMain.Client.ServerSubmarines.None())
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{
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errorMsg = $"Error in {nameof(MultiPlayerCampaign.ClientRead)}. Owned submarine index was out of bounds (list of server submarines is empty).";
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}
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else
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{
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errorMsg = $"Error in {nameof(MultiPlayerCampaign.ClientRead)}. Owned submarine index was out of bounds. Index: {ownedSubIndex}, submarines: {string.Join(", ", GameMain.Client.ServerSubmarines.Select(s => s.Name))}";
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}
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce(
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"MultiPlayerCampaign.ClientRead.OwnerSubIndexOutOfBounds" + ownedSubIndex,
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@@ -822,11 +830,12 @@ namespace Barotrauma
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UInt16 id = msg.ReadUInt16();
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bool hasCharacterData = msg.ReadBoolean();
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CharacterInfo myCharacterInfo = null;
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bool waitForModsDownloaded = Screen.Selected is ModDownloadScreen;
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if (hasCharacterData)
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{
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myCharacterInfo = CharacterInfo.ClientRead(CharacterPrefab.HumanSpeciesName, msg);
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myCharacterInfo = CharacterInfo.ClientRead(CharacterPrefab.HumanSpeciesName, msg, requireJobPrefabFound: !waitForModsDownloaded);
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}
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if (ShouldApply(NetFlags.CharacterInfo, id, requireUpToDateSave: true))
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if (!waitForModsDownloaded && ShouldApply(NetFlags.CharacterInfo, id, requireUpToDateSave: true))
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{
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if (myCharacterInfo != null)
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{
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+6
-3
@@ -548,9 +548,12 @@ namespace Barotrauma
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}
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else
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{
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//wasn't initially docked (sub doesn't have a docking port?)
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// -> choose a destination when the sub is far enough from the start outpost
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if (!Submarine.MainSub.AtStartExit && !Level.Loaded.StartOutpost.ExitPoints.Any())
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//force the map to open if the sub is somehow not at the start of the outpost level
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//UNLESS the level has specific exit points, in that case the sub needs to get to those
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if (!Submarine.MainSub.AtStartExit &&
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/*there should normally always be a start outpost in outpost levels,
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* but that might not always be the case e.g. mods or outdated saves (see #13042)*/
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Level.Loaded.StartOutpost is not { ExitPoints.Count: > 0 })
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{
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ForceMapUI = true;
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CampaignUI.SelectTab(InteractionType.Map);
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