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LuaCsForBarotraumaEP
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6876bdc48191b06029a9c8028a303b8d1ec07514
LuaCsForBarotraumaEP
/
Subsurface
/
Source
/
Characters
History
Regalis
6876bdc481
Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something
2016-04-16 15:33:28 +03:00
..
AI
- health scanner item
2016-03-26 18:15:44 +02:00
Animation
- changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen to larger rooms
2016-03-29 17:57:05 +03:00
BackgroundSprite
Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something
2016-04-16 15:33:28 +03:00
Jobs
Some cleanup using ReSharper (mostly removing redundancies)
2016-03-12 15:32:34 +02:00
AICharacter.cs
- fixed AICharacters being updated even if they're disabled
2016-03-13 19:24:30 +02:00
Attack.cs
Some cleanup using ReSharper (mostly removing redundancies)
2016-03-12 15:32:34 +02:00
Character.cs
- fixed ReliableChannel going crazy if a client disconnects and reconnects immediately after: the client created a new ReliableChannel but the server was still using the old one, causing the client to rerequest a ton of messages (now the server resets the channel when a client rejoins and reliablechannel resets itself if the message IDs are too far apart)
2016-03-27 20:20:34 +03:00
CharacterHUD.cs
- handheld sonar
2016-04-09 14:31:59 +03:00
CharacterInfo.cs
Some cleanup using ReSharper (mostly removing redundancies)
2016-03-12 15:32:34 +02:00
DelayedEffect.cs
Option to set a duration for a status effect
2016-03-26 23:20:02 +02:00
Limb.cs
More easily readable netstats (B/kB/MB instead of just B), scrollable netstats client list, possible to wear multiple items in same limb, handcuffs
2016-02-20 13:00:05 +02:00
StatusEffect.cs
Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something
2016-04-16 15:33:28 +03:00