- Characters can use oxygenite shards (or any other item with an "oxygensource" tag) in diving suits/masks.
- AIObjectiveFindDivingGear doesn't count as being completed if the character has diving gear in their inventory unless the character has equipped the gear.
- AIObjectiveGetItem doesn't count as being completed if equipping the target item is required and the character hasn't equipped it yet.
Added tags to Status Effects, which also allows for fancy stuff like checking for tags over duration elements for more interesting interactions.
Adds "stackable" variable which dictates whether or not the same duration/delay effect can be applied to the same target(s) at the same time. This is a bit imperfect at the moment.
Adds Chloromydride which is a non-stackable chem stabilizing critical health which stops its effects once the health is stabilized.
TODO: Remove target from Targets if he already has it, and if targets becomes empty, return;
TODO: Conditional tag-checking and status effect tag-checking, plus more "special" checks like SpeciesName and other non-serialized options.
TODO: StatusEffect Cancel component to stop delayed/duration effects
Make Calyxanide only cure non-turned humans and hurt turned player husks
Make husk eggs not stack infection with more injections
TODO: Allow conditionals to check for non-serialized properties like SpeciesName for absolute POWER
Fixed double-clicking items in corpses putting them in their hands instead of your inventory
Fixed game over/round end music not playing in multiplayer
Added Item Combinations for things like chemicals, etc. - this transfers condition from one item to another
Added game over text to multiplayer round summary
Amanitin is now craftable from Erythrozine, Flash Powder and Sulphuric Acid with 60 medical skill
Diving Mask and Diving Suit are now craftable
Diving Suit is now deconstructable
Fixed buttons yielding different materials on deconstruction
- Don't spam the shit out of status updates (TODO: send update
immediately on drastic changes)
- Fixed some potential message misreading
- Readded homoglyph name comparison
Fix DelayedEffect being unusable by monsters due to monsters calling Single Target Apply in their Attack, which DelayedEffect doesn't override, by making Apply (single target) call Apply (multiple targets) which THEN calls the protected Apply function.
Nerf Amanitin to require two injections to be lethal. First injection only stops oxygen from regenerating and slightly saps HP.
Add Cause of Death to Health HUD
Several sounds and sprites were altered to their mod counterpart.
Fixes doors being unfixable without having a crowbar.
Fixed case sensitivity mismatch for crowbar.ogg - this is a problem for linux builds.
Reduce drainage rate due to original drain rate being too quick though
However: radios will still drain battery even when dropped or put in a locker. This could be solved by either implementing a conditional into .xml which would check if a character exists,
orrrr by adding a toggle in-inventory button,
orrrr by allowing a third "toggle" param for booleans e.g. "OnUse" IsActive="toggle"
- Name tags on characters that are outside the camera view are automatically hidden to avoid the costly visibility checks.
- If the controlled character or the target has no head, the visibility check is done based on the position of the torso.
- Fixed sub->outside visibility checks.
- Fixed invalid attributes in the flashlight config.
This only affects "DisplayName". The reason why I can't completely override the .Name for the client from server is due to how crew manifest and CharacterInfo classes are handled - it would require a major rework of many Character-related systems and interactions to truly make this "hack-proof".
Server hosts will have to stay on their toes I guess.
- Continuous collision detection (body.IsBullet) is disabled when the body is moving slow enough, not immediately when it hits something.
- The prismatic joint that sticks projectiles to walls/characters stays active for a minimum of 1 s to prevent the projectile from immediately overshooting the joint limits and falling off (usually at the wrong side of a wall/door it hit).
- Separate properties for determining which types of bodies the projectile can stick to (character/structure/item).
- Spears and syringes only stick to characters.
- Increased syringe launch impulse.
Closes#122
Made syringes have a "projectile" component for syringe guns
Adds several missing signal components to the fabricator, as well as medical syringe to medical fabricator
Adds support for status effects applied to characters from onImpact
Removed "contained.Condition = 0.0f;" in Projectile.cs due to it limiting the possibilities of the .xml content creation
Added a couple null checks in StatusEffect.cs due to crashes caused by the new projectile changes - might need to debug further, perhaps there's a root cause?
Added itemlist console command
OnSecondaryUse is what throwing uses for doing things SPECIFICALLY on throw. This way, you can theoretically have grenades on which you'll have to pull the pin before throwing.
This also lets flares be used without the need to throw them.
did i mention my brain hurts
- Armor values aren't reduced from the damage taken, but instead multiply the damage (e.g. an item reduces damage by 10% instead of 10 hp). Now armor doesn't make characters invulnerable to small amounts of damage.
- Armoring isn't defined as a single "armor value", but instead there are "damage modifiers" which can be added to items and limbs. The modifiers can only affect specific types of damage and have separate multipliers for the damage amount and bleeding amount.
- Having a fire proof item on a limb doesn't make that limb invulnerable to burn damage. Item's that protect against fire now have a damage modifier for the Burn damage type.
- Fixed destroyed doors being impossible to repair because the repair tool raycasts wouldn't hit the disabled body of the door.
- Destroyed doors don't cast shadows and the body isn't re-enabled until the door is restored to 50% health.