Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared
Joonas Rikkonen 05cc34afd8 4d2bcb1...1473f77
commit 1473f77ba0c85b80d48dce3e0fca809a9d5da98c
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Fri Mar 22 12:39:03 2019 +0200

    Server automatically ends rounds if there have been no players alive in 60 seconds and respawning is not allowed during the round. Otherwise campaign rounds can get "bricked" if all the clients die/disconnect and there's no-one who's allowed to manually end the round. Closes #1319

commit 7096983fb10e48c2866393d30420bfaa79a0719b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Fri Mar 22 12:03:10 2019 +0200

    Some extra error logging in an attempt to diagnose #1327 (seems that the server is trying to start a campaign round after the campaign has been disposed and another game mode selected).

commit 2d7a3be83cd8865869837879b965fa9aeb046042
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Fri Mar 22 10:53:08 2019 +0200

    Use null as the rotation and angular velocity of a character's collider in network state buffers if the collider is set to a fixed rotation (i.e. when standing). Previously the _current_ rotation and angular velocity was used if the server didn't send the values, which caused the collider to "wobble" when getting up from the ground, because the clients used the current rotation and angular velocity to determine if their predicted state is correct, even though they should've been using past states (or rather, not attempting to correct at all because both the rotation and ang velocity should be 0 when the rotation is fixed).

commit 2e2fd7078798703bc5d6ae398f75fa580ecca566
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Mar 21 22:44:11 2019 +0200

    Disabled kicking clients out of the server if their Steam auth becomes invalid after they've already been authenticated. Got some reports from players about this occasionally happening for no apparent reason, and I don't see the need to kick the clients if they've already been successfully authenticated during that session.
2019-03-22 14:01:25 +02:00
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2019-03-18 22:50:18 +02:00

BAROTRAUMA

www.barotraumagame.com
Copyright © Undertow Games 2017-2018

Default controls:
WASD		- move
Shift		- run
E		- use/activate items and devices
Right click	- aim with equipped item
Left click	- use equipped item
C		- open the crew command menu
Left control	- crouch
Tab		- select/deselect the chat box in multiplayer mode
Tilde		- select the chat box in multiplayer mode and set 
		  the message to be sent through the radio
Space		- hold to stay in ragdoll mode
F3		- open/close the debug console

See the wiki for more detailed info and instructions:
http://barotrauma.gamepedia.com

------------------------------------------------------------------------

Port forwarding:
You may try to forward ports on your router using UPnP (Universal Plug and 
Play) port forwarding by selecting "Attempt UPnP port forwarding" in the
"Host Server" menu. 

However, UPnP isn't supported by all routers, so you may need to setup port 
forwards manually. The exact steps for forwarding a port depend on your
router's model, but you may be able to find a port forwarding guide for 
your particular router/application on portforward.com or by practicing 
your google-fu skills.

These are the values that you should use when forwarding a port to your
Barotrauma server:

Game port (used to communicate with clients)
	Service/Application: barotrauma
	External Port: The port you have selected for your server (27015 by default)
	Internal Port: The port you have selected for your server (27015 by default)
	Protocol: UDP
	
Query port (used to communicate with Steam)
	Service/Application: barotrauma
	External Port: The port you have selected for your server (27016 by default)
	Internal Port: The port you have selected for your server (27016 by default)
	Protocol: UDP

------------------------------------------------------------------------
------------------------------------------------------------------------
Credits:
------------------------------------------------------------------------

Programming, graphics, sounds, game design	- Joonas Rikkonen ("Regalis")
Graphics					- James Bear ("Moonsaber99")
Programming					- Sebastian Broberg
Programming					- Juan Pablo Arce ("juanjp600")

------------------------------------------------------------------------

"Road to Hell"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

------------------------------------------------------------------------

Lidgren.Network networking library - Michael Lidgren

------------------------------------------------------------------------

Sound effects:
	metal whining and screeching - ScottFerguson1
	metal gate 10 - thencamenow
	foil_expanding_multiple - markb
	Bug Zapper_Many medium zaps - CGEffex
	
------------------------------------------------------------------------

Textures from the PK01, PK02 and Ancient Collection Texture packages by Philip Klevestav are used in some of the sprites in the game. 
The texture packages are licensed under a Creative Commons Attribution 3.0 Unported License (https://creativecommons.org/licenses/by/3.0/).