- deth charge rotation fix
- sonar tweaking (ruin walls look slightly different from cave walls)
- connector sprite positioning fix
- repairtool is active when in use
- placing cargo items using syncedRand (items will be in the same position for all clients)
- less confusing waypoint/spawnpoint editing (spawnpoints can't be converted to waypoints or vice versa, and spawnpoint settings aren't shown for waypoints)
- more informative message about missing cargo spawnpoints
- fixed structures being assigned the misc category by default
- turrets don't require a barrel sprite
- OnImpact statuseffect is applied when a projectile hits something
- WIP depth charges
- fog of war isn't drawn or updated when not controlling a character
- fixed topmost cells in the level not being placed in the cellgrid array, causing them to be ignored when enlarging the main path for the sub
- fixed slices of the diving suit sprite "bleeding" into the torso sprite
- junction boxes, sonar monitors, navigation terminals and engines break down if they're underwater long enough
- reactor cools down if it's underwater
- job-specific gear are grouped by job in separate .xml files
- bugfixes in HumanoidAnimController.Flip()
- item/itemcomponent statuseffects are stored in a dictionary with the actiontype as a key, so the item doesn't have to iterate over all the components and all their statuseffects
- gap bubble particle tweaking
- medicine & toxic cabinet items (added to vanilla subs)
- updating the positions of items inside a moving container (caused explosions to happen in the wrong position if the explosive inside something like a grenade)
- renamed doctors as medical doctors
- specific skills are required to fabricate some items
- changes to medical syringes: the status effects are defined in the chemical item instead of the syringe
- changes to the dying logic: characters will be unconscious when their health or oxygen goes below 0.0, and die when it drops to -100.0 (if either of the values is below zero, it will automatically decrease so the character will quickly die without medical care)
- fixed LightSprite being drawn on LightComponents even if the item is inside an inventory
- characters extend their arm more when placing signal items
- fixed lightcomponent LightSprites "twitching" when the sub is moving
- fixed null reference exceptions in Hull.Render if no submarine has been loaded
- submarine descriptions
- emergency sirens in Aegir & Vellamo
- changed the required item for fabricating a wire from "Copper" to "Copper Bar"
- wires and alarm buzzers can be fabricated
- fixed items selecting constructions outside the hulls
- ItemLabel.TextColor works now
- removed a random dot at the corner of head5.png
- inventory is visible in wiring mode
- fixed null reference exceptions in AIObjectiveGoto and Holdable
- fixed UI controls not working in launcher
- fixed battery cells not reloading inside batteries
- moloch spawns earlier in tutorial
- fixed wrong updaterversion in launcher (caused the launcher to always show a warning)
- enemies can spot targets from further away if they've previously spotted the target
- physics bodies are immediately moved to the correct position if they're really far (instead of lerping)