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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
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