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LuaCsForBarotraumaEP
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29d06bbfc8133efa3ff1e2c67ec35a52cc5f4bb5
LuaCsForBarotraumaEP
/
Subsurface
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Source
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Items
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Components
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Machines
History
Regalis
3fcaff0288
Merge branch 'master' into new-netcode
...
Conflicts: Subsurface/Properties/AssemblyInfo.cs
2017-02-22 23:33:14 +02:00
..
Controller.cs
Merge branch 'master' into new-netcode
2017-02-22 23:33:14 +02:00
Deconstructor.cs
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
2017-02-09 23:09:42 +02:00
Engine.cs
Merge branch 'master' into new-netcode
2016-11-24 19:52:40 +02:00
Fabricator.cs
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
2017-02-09 23:09:42 +02:00
MiniMap.cs
Removed a redundant DrawRectangle method & redundant sub visibility culling in GameScreen
2016-11-12 18:29:39 +02:00
OxygenGenerator.cs
Fixed vents, more powerful oxygen generators in vanilla subs
2016-05-30 18:25:50 +03:00
Pump.cs
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
2017-02-09 23:09:42 +02:00
Radar.cs
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
2017-02-09 23:09:42 +02:00
Reactor.cs
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
2017-02-09 23:09:42 +02:00
Steering.cs
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
2017-02-09 23:09:42 +02:00
Vent.cs
Possible to zoom out further when debugdraw is on, vents don't replenish oxygen when underwater, monster missions & events ignore spawnpoints that are too close to the main sub
2016-09-14 20:25:09 +03:00