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.
* Sounds not playing when the structure is fully destroyed
* Glass windows using wrong sound effects
* Only one glassBreak sound was used despite there being 3
clientist should also display stuff
TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
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