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LuaCsForBarotraumaEP
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38c525100544b707f0d3f990ee129c70f0b4307e
LuaCsForBarotraumaEP
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Subsurface
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Source
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Map
T
History
Regalis
38c5251005
Vertical docking port, docking sounds, water flows properly between horizontally docked hulls, falseoutput of signal check components can be changed, lighting and FOW works between hulls (todo: some logic for determining when to update light.HullsInRange when two subs are moving relative to each other)
2016-06-27 17:48:20 +03:00
..
Levels
- host can respawn
2016-06-23 18:23:20 +03:00
Lights
Vertical docking port, docking sounds, water flows properly between horizontally docked hulls, falseoutput of signal check components can be changed, lighting and FOW works between hulls (todo: some logic for determining when to update light.HullsInRange when two subs are moving relative to each other)
2016-06-27 17:48:20 +03:00
Map
v0.4.1.3:
2016-05-27 14:41:34 +03:00
Entity.cs
"Shifting" entity IDs to prevent them from overlapping between different subs, loading another submarine now works without crashing
2016-06-10 20:53:35 +03:00
EntityGrid.cs
"Shifting" entity IDs to prevent them from overlapping between different subs, loading another submarine now works without crashing
2016-06-10 20:53:35 +03:00
Explosion.cs
- stunned characters don't move their hands behind their back when cuffed (caused the characters to flail around when someone grabs them)
2016-06-09 16:54:30 +03:00
FireSource.cs
Only the largest firesource within a hull plays a sound
2016-05-22 01:32:23 +03:00
Gap.cs
Vertical docking port, docking sounds, water flows properly between horizontally docked hulls, falseoutput of signal check components can be changed, lighting and FOW works between hulls (todo: some logic for determining when to update light.HullsInRange when two subs are moving relative to each other)
2016-06-27 17:48:20 +03:00
Hull.cs
Vertical docking port, docking sounds, water flows properly between horizontally docked hulls, falseoutput of signal check components can be changed, lighting and FOW works between hulls (todo: some logic for determining when to update light.HullsInRange when two subs are moving relative to each other)
2016-06-27 17:48:20 +03:00
IDamageable.cs
Attacks can apply a force to the target (i.e. monsters can throw characters around)
2016-05-22 01:28:46 +03:00
MapEntity.cs
- multiple submarines can be "merged" into one file (to be used as escape vessels etc)
2016-06-26 14:31:00 +03:00
MapEntityPrefab.cs
- multiple submarines can be "merged" into one file (to be used as escape vessels etc)
2016-06-26 14:31:00 +03:00
Md5Hash.cs
Only limbs with enough mass can cause impact damage to the sub, basictutorial changes, prevent ragdolls from teleporting inside submarinebody
2016-02-07 23:18:51 +02:00
Structure.cs
Vertical docking port, docking sounds, water flows properly between horizontally docked hulls, falseoutput of signal check components can be changed, lighting and FOW works between hulls (todo: some logic for determining when to update light.HullsInRange when two subs are moving relative to each other)
2016-06-27 17:48:20 +03:00
StructurePrefab.cs
Progress (compiles now)
2016-06-09 22:15:50 +03:00
Submarine.cs
- multiple submarines can be "merged" into one file (to be used as escape vessels etc)
2016-06-26 14:31:00 +03:00
SubmarineBody.cs
- multiple submarines can be "merged" into one file (to be used as escape vessels etc)
2016-06-26 14:31:00 +03:00
SubmarineLink.cs
- multiple submarines can be "merged" into one file (to be used as escape vessels etc)
2016-06-26 14:31:00 +03:00
TransitionCinematic.cs
"Shifting" entity IDs to prevent them from overlapping between different subs, loading another submarine now works without crashing
2016-06-10 20:53:35 +03:00
WayPoint.cs
- multiple submarines can be "merged" into one file (to be used as escape vessels etc)
2016-06-26 14:31:00 +03:00