- respawn info texts
- camera clamped to the the upper edge of the level
- fixed submarinebody being generated from all walls (and not just the ones belonging to that specific sub)
- repairtool fix
- submarines collide with each other
- every submarine is updated (so MainSub isn't the only one that can move)
- submarinebody vertex generation fix
- characters can run while grabbing/dragging someone
- inventory and chatbox are hidden when stunned
- turret rotation is reset between minRotation and maxRotation when changing the rotation limits
- fixed explosion damage being applied to simPositions of the limbs instead of worldpositions
- deth charge rotation fix
- sonar tweaking (ruin walls look slightly different from cave walls)
- connector sprite positioning fix
- repairtool is active when in use
- 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
- Ruins are visible in sonar
- Fixed ruin generation algorithm occasionally creating too narrow rooms and placing corridors so that they're blocked by corners of a room
- Fix for wall textures being misaligned for map cells with no physics body
- 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
- 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 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