- anti-husk drug
- resized medicine/chemical physics bodies to match the sprites
- damage done to items is determined by the structureDamage value of an attack
- AICharacter, hull, structure and submarine updates from clients are ignored
- character updates from anyone else than the client controlling the character are ignored
- players can't pick/drop items from anyone else's inventory (unless the target is unconscious/stunned/cuffed)
- server has authority over reactor temperature
- after receiving a StartGame message, clients will wait until the game is loaded before reading new messages from the server
- the Item(prefab, position, submarine) constructor uses the position as the center of the item, not as top-left corner
- waypoints are created between docked subs and removed when they undock
- fixed start waypoint being left out of steering paths
- NPCs won't close doors/hatches on themselves
- NPCs won't let go of ladders until their feet are above the lower edge of the hull
- fixed FindDivingGear "loops": need to find a suit -> need to get to a suit -> need a suit to get to the suit -> need to find a suit...
- fixed characters constantly turning from side to side in small rooms
- recursive function for finding the button which opens a door (so a button doesn't have to be connected straight to a door for an NPC to be able to open it)
- AIObjectiveGetItem keeps searching for more suitable items even if a path to a matching item has been found
- 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
- 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
- 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
- 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
- fixed it being possible to connect wires to more than two items by selecting another item while dragging the wire
- relay components break if too much power is directed through them
- relay components are active by default and the can be toggled on/off in the editor
- bool properties show as checkboxes in the editor
- replacing empty oxygen tanks
- fixed characters only fixing leaks in the outer hull
- prioritizing large leaks over small ones
- fixed characters doing nothing after fixing all the leaks (and sinking to the bottom if they happen to be outside)
- more accurate welder aiming
- AIObjectiveGetItem makes the characters go to the cabinet/container an item is inside, not to the actual item (which may not be actually positioned at the container)
- invisible entities (items inside cabinets, hulls/gaps when they've been hidden) can't be highlighted or selected in the editor
- fixed And Components always sending a signal out during the first frame if timeframe is set to 0.0
- fixed moloch not appearing in the tutorial