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LuaCsForBarotraumaEP
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274a29bada0b1dddeeb292fb37a2b675d007e60e
LuaCsForBarotraumaEP
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Barotrauma
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BarotraumaShared
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History
Joonas Rikkonen
274a29bada
Fixed fabricated items always appearing to be in full condition client-side (e.g. oxygen tanks which should be empty after being fabricated). Cherry-picked from 64896b0f.
Closes
#561
2018-08-02 10:50:38 +03:00
..
Holdable
Comment update
2018-08-01 19:07:35 -05:00
Machines
Fixed fabricated items always appearing to be in full condition client-side (e.g. oxygen tanks which should be empty after being fabricated). Cherry-picked from 64896b0f.
Closes
#561
2018-08-02 10:50:38 +03:00
Power
Added "VulnerableToEMP" property to Powered. Can be edited in sub editor. Reactors and relays are not affected by EMP by default.
Closes
#495
2018-07-18 15:07:21 +03:00
Signal
Wifi components can't communicate with the enemy sub in combat missions.
Fixes
#554
2018-08-01 13:52:47 +03:00
DockingPort.cs
Fixed another bug in DockingPort that caused entity ID mismatches. Even though the server sent the IDs of the CURRENT hulls and gap of the docking port, they are not necessarily created in the correct order during midround syncing and may end up replacing the ID of another entity or another entity spawned after them may cause their IDs to be replaced.
Closes
#530
2018-07-26 12:42:29 +03:00
Door.cs
Fixed door gaps being removed twice when unloading a sub (in door.Remove and Entity.RemoveAll). Probably didn't cause any issues other than unnecessary console warnings.
2018-07-24 13:19:07 +03:00
ItemComponent.cs
Made characterusable default to false (as it did before
91d6c7b
)
2018-04-24 20:58:42 +03:00
ItemContainer.cs
Fixed items not being placed in the same hull and sub as the item they're inside if the ItemContainer is not the first of the parent's ItemContainer components (e.g. fabricator output inventory).
Closes
#430
2018-05-30 19:15:55 +03:00
ItemLabel.cs
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
Ladder.cs
Ladders can be climbed by holding up/down while standing next to them without having to select them first.
2018-03-08 11:01:17 +02:00
Projectile.cs
Projectile damage range is set to the radius of the item's collider if the range is not given in the xml. Structure.AddDamage uses the edges of the sections to calculate the distance to a damage source, i.e. the damage area only has to "touch" the section to do damage.
Closes
#479
2018-07-16 15:44:26 +03:00
Rope.cs
Fixed explosives being directly usable by characters, causing them to explode when left clicking while holding them due to
9dd9425c
. See
#385
2018-04-24 18:00:36 +03:00
StatusHUD.cs
Health Scanner HUD shows the status of all nearby characters without having to highlight them. Fixes being unable to scan characters that aren't dead or unconscious. Non-human characters can also be scanned now.
2017-12-07 19:34:32 +02:00
Turret.cs
EntityEvent fixes:
2018-07-30 13:35:26 +03:00
Wearable.cs
Wearables apply OnWearing StatusEffects in all the components of an item, not just the Wearable component.
2018-04-23 15:17:25 +03:00