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2d52a8ddf48d9a29cca25c20958ce2dd6aa7466d
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaClient
/
Source
T
History
Joonas Rikkonen
2d52a8ddf4
(883c460d5) Don't require holding the aim key when using the periscope/controller. Move the RequireAimToUse from Controller component to Item. Change the use and shoot logic accordingly. TODO: fix the camera centering.
2019-04-04 11:07:14 +03:00
..
Characters
(6ae5f1e59) Sync the new input with the server.
2019-04-04 11:06:59 +03:00
EventInput
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Events
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Fonts
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
GameSession
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
2019-04-04 11:06:12 +03:00
GUI
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
2019-04-04 11:06:12 +03:00
Items
(883c460d5) Don't require holding the aim key when using the periscope/controller. Move the RequireAimToUse from Controller component to Item. Change the use and shoot logic accordingly. TODO: fix the camera centering.
2019-04-04 11:07:14 +03:00
Map
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
2019-04-04 11:06:12 +03:00
Media
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Networking
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
Particles
e6715d6...5d2c9f2
2019-03-18 22:30:55 +02:00
Physics
(45f083a5a) Merge branch 'dev' of
https://github.com/Regalis11/Barotrauma-development
into dev
2019-04-03 16:22:12 +03:00
Screens
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
2019-04-04 11:06:12 +03:00
Serialization
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Sounds
f8b0295...0671290
2019-03-18 23:30:58 +02:00
Sprite
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
2019-04-04 11:06:12 +03:00
StatusEffects
(c748c569a) Made looping StatusEffect sounds usable (previously they never stopped or updated their position), moved client-specific StatusEffect code to the client project
2019-03-30 15:34:55 +02:00
Utils
(519124ad1) Fixed items with no sprite crashing the game.
Closes
#1153
2019-03-28 12:40:08 +02:00
Camera.cs
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
2019-04-04 11:06:12 +03:00
DebugConsole.cs
(45f083a5a) Merge branch 'dev' of
https://github.com/Regalis11/Barotrauma-development
into dev
2019-04-03 16:22:12 +03:00
GameMain.cs
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
GameSettings.cs
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
2019-04-04 11:06:12 +03:00
PlayerInput.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Program.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00