- log can be viewed in the server lobby, not just in-game
- logging pump, reactor & battery state usage
- GUIListBox.MouseRect doesn't return an empty rect anymore -> listboxes without selectable content can be scrolled with the mouse wheel
- Relay and lightcomponent states are synced (otherwise clients won't be notified if the state is, for example, toggled by a signal from a button).
- Clients don't play door sounds if a signal attempts to set the state to the same value as the predicted state, but DO play if a correction from the server changes the state from the predicted one.
- Clients are notified if a reactor receives a shutdown signal.
- Powercontainer updates are sent if the charge changes by 1%, not by 1 unit.
I.e. the clients delay correcting the state of the item until the local player stops manipulating the state (atm the delay is 1 sec). Prevents pumping speeds, steering directions and whatnot from switching to an old state and back - now the corrections should not be visible to the players unless the client predicts the state wrong.
- Server sends updates for batteries when their charge changes (not strictly necessary assuming the rest of the electrical grid stays in sync, but just in case)
- Reactor state is synced with clients if modified through the debug console
- Increased maximum item velocity to 64 units/s, all item are clamped to the max vel
https://github.com/Robmaister/SharpFont
TODO: replace Code Bold.otf with the full version, fix any bugs, build on Linux, possibly move ToolBox string wrapping and limiting logic to ScalableFont class for better results.
- light-emitting alien structures that hold the artifacts instead of just having the artifacts lay on the floor (can also be used for turning artifacts into power sources if installed in a sub)
todo: add NetEntityEventManagers to server & client, some logic to prevent sending events that don't need to be sent (e.g. duplicate event state updates)
- PowerTransfer components cache power connections instead of rechecking them every frame
- items store connections in a dictionary with the name of the connection as a key (-> finding the correct connection when sending a signal is more efficient)
- storing item tags & StatusEffect targetNames in HashSets
These functions needed to be replaced because they rely heavily on reliability.
Instead, new functions called (Write/Read)Data(Server/Client) will be added.
Separating client and server code into completely separate functions will help ensure that proper security checks are performed.
- parameter for changing the output value of And/Or components when the input conditions aren't met
- or components work properly now
- a limited number of signals (100) can be queued in a delay component
- 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)
- Saving gap orientation
- Waypoint generation works with small hulls and even if SubBody doesn't exist
- Fixed charactermode when a editing mid-round
- Fixed powercontainer charge progressbar position
- fixed being able to set battery recharge sped over the limits
- fixed vents being added to OxygenGenerator.ventlist multiple times
- fixed item.Submarine not being set if pulling an item from a fabricator
- some tutorial fixes
- fixed TraitorMode endmessage not being shown if the sub isn't at the end and neither character is dead
- SalvageQuest fails if the item has been destroyed
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