- FindItemAtPosition uses the distance calculated in CanInteractWith to determine how close an item is to the character. Otherwise very large items (such as ladders) wouldn't be possible to select with aim assist unless the player happens to be holding the cursor close to the center of the item.
- The hull-parameter is taken into account in FindItemAtPosition.
- Characters are considered to be inside a trigger if either their lower or upper body is inside it.
- Added triggers to engines because they are often placed partially inside a wall, making it impossible to rewire them if the center is not inside the sub.
The errors seem to be caused by adding messages to the debug console from another thread, which may happen if an OpenAL error occurs during sound streaming. Now the debug console queues the messages and creates the necessary UI elements in the main thread, which should(?) make it thread-safe. (TODO: figure out what's causing the OpenAL errors)
- Ban reasons & durations are listed in the banlist menu.
- Clients tell the server the reason when kicking/banning another client.
- Added GUINumberInput GUIComponent.
- Ban duration saving/loading fixes.
- Enemies don't select hulls as targets if they're already inside.
- FishAnimController updates the walking animation even if the character is not moving (otherwise the character would just fall down if TargetMovement is zero).
- Eating anim tweaking.
- 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
- Split charybdis's tail into several parts, the single stiff tail limb made it too difficult for it to turn around.
- Option to override the torque that's used to rotate the mainlimb of swimming creatures to the correct direction.
- The scale of the characters' limbs is taken into account in EditCharacterScreen.
- Syncing the attached/detached state of the items. This should fix the "received a position update for an item with no physics body " errors: midround-joining clients didn't get notified if an item had been detached, causing the error to appear every time it receives a position update.
- Detached items can be picked up just like any other item, instead of having to use a wrench and wait for the item to "detach".
- Wires can't be connected to items with a physics body (such as detached buttons).