commit cd504791ebda32f7e9d79ec2ac726058e83b5bf1
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Feb 3 20:03:46 2019 +0200
Additional server logging for steam auth & desync kicks
commit 6efece5e42502c1cdba89d4f4cc91398402f2b25
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Feb 3 19:46:51 2019 +0200
Fixed server failing to sync clients who join the server after a character has been removed during the round (e.g. eaten, turned into a husk).
commit 482c9f87ec715119ad9ad420f25003ac92e666b9
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Feb 3 19:37:00 2019 +0200
Fixed server-side error messages when clients attempt to use a fabricator. Happened because the server tried to set the required time -text on the fabricator interface based on the controlled character instead of the character using the fabricator.
commit 0a21304ee43935364de131d8aba09da8f51e6a47
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Feb 3 17:30:39 2019 +0200
Fixed AI crew occasionally going outside to fix leaks
commit 78fa9382490f3b8d63c2ced9b31551fddf937703
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Feb 3 16:47:09 2019 +0200
Changed coilgun ammo box category from Machine to Equipment (no machine tab in the store menu, caused errors when trying to find a tab button style)
commit 73f4374938a69bbeb9e5c0177bcd2b632fc33c8f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Feb 3 16:14:56 2019 +0200
Fixed humanhusk not spawning when a husk-infected human dies.
commit 080b04d6d046a3c7659942a0a72a3f1a0aa33f4d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Feb 3 15:57:18 2019 +0200
Made coilgun ammo boxes fabricable and purchaseable, coilgun bolts can't be crafted, alien flares can't be purchased. Closes#1027
commit edd46655a853880e03c2f9a32abd92b6429a6c8e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Feb 3 15:48:39 2019 +0200
Removed auxiliorizine from the chemical shipment mission (auxiliorizine doesn't exist anymore).
commit c19620e1f507b2bda398ab4b8ab8cd7d3ea5af23
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Feb 3 15:46:26 2019 +0200
Removed duplicate line from loading screen tips. Closes#1032
commit e7df25130bfc76c16a08e86d3d42b16eab7cb21d
Author: ezjamsen <ezjames.fi@gmail.com>
Date: Sun Feb 3 13:01:19 2019 +0200
Halved moloch speeds temporarily until a full balance of enemies is done.
+ Made Limb.pullJoint private. Now it can only be accessed by properties of the Limb, and there's some error checks in place to prevent WorldAnchorB from being set to an invalid value.
- AI characters can refuel the reactor when needed.
- AIObjectiveContainItem.CanBeCompleted returns true if the target item cannot be obtained or if the container cannot be reached.
- AI characters only weld leaks that are part of some submarine (i.e. not ruins).
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.
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
- Add support for some of the most common types (vectors, colors, rects) so there's no need to parse the values in the setters of the serializable properties (see Holdable.HoldPos for example).
- Make a generic version of the item editing HUD that can be used on any IPropertyObject. Should make it easier to implement things like the character editor, editing structure properties, particle editor, etc.
- Improve the interface of the editing HUD. Instead of having to type in a string value into a textbox, there should be number input fields for numeric properties, sliders for properties that only accept a range of values, a color picker, etc. And tooltips.
- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.
+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
- Instead of configuring a commonness value and difficulty for an event and creating new random events until the maximum difficulty of the selected level is reached, the number of events per level can be configured directly (and overridden for specific level types).
- Removed task logic. The initial idea was to display the unfinished tasks to the player somehow and to use them as objectives for the AI crew, but those were scrapped and the tasks only ended up controlling which type of music to play. TODO: implement some kind of logic to determine when to play repair/monster music clips.
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher