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LuaCsForBarotraumaEP
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5999a66681446cfd86cdade2a07ceb4efeb86875
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaServer
T
History
Joonas Rikkonen
44001459c0
(ef6edf745) Fixed remote characters frequently getting stuck to the ragdoll state in multiplayer. Happened because the characters are forced to stay in ragdoll mode if they're moving more than 1 m/s, and if the character stops being ragdolled server-side and starts moving, the movement will prevent it from going back to normal state client-side. Now the client will simply determine the ragdoll state based on the ragdoll input from the server.
2019-05-06 11:24:37 +03:00
..
Properties
(6f4bea467) Updated doors
2019-05-03 13:43:47 +03:00
Source
(2a7829fab) Add ISpatialEntity as a common interface for everything that has a position in the game world. Would have used IMapEntity, but there's already MapEntity, which inherits Entity, so that would be confusing. Declare the inheritance only in the shared class (Character).
2019-05-03 13:45:41 +03:00
DedicatedServer
(052ab6307) Use MonoKickstart on Linux so installing Mono is not required, fixed division by zero if the width of the server console window is 0
2019-04-16 17:11:49 +03:00
DedicatedServer.bin.osx
(90ed753e9) Added DedicatedServer Mac binary and MonoKickstart license.
2019-04-23 11:20:19 +03:00
DedicatedServer.bin.x86
(052ab6307) Use MonoKickstart on Linux so installing Mono is not required, fixed division by zero if the width of the server console window is 0
2019-04-16 17:11:49 +03:00
DedicatedServer.bin.x86_64
(052ab6307) Use MonoKickstart on Linux so installing Mono is not required, fixed division by zero if the width of the server console window is 0
2019-04-16 17:11:49 +03:00
Launch_BarotraumaServer
(05de9c4) Added Linux launch scripts to the project
2019-04-07 21:49:05 +03:00
packages.config
Added GameAnalytics framework which can be used to collect usage statistics. When starting the game for the first time, the player can select whether they want to send usage data or not. Atm only used to collect crash reports.
2018-07-10 13:40:54 +03:00
Server.csproj
(ef6edf745) Fixed remote characters frequently getting stuck to the ragdoll state in multiplayer. Happened because the characters are forced to stay in ragdoll mode if they're moving more than 1 m/s, and if the character stops being ragdolled server-side and starts moving, the movement will prevent it from going back to normal state client-side. Now the client will simply determine the ragdoll state based on the ragdoll input from the server.
2019-05-06 11:24:37 +03:00