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LuaCsForBarotraumaEP
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74ef5c6ea6030e492005a79e9892dfee618f2c76
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaClient
/
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T
History
Joonas Rikkonen
d867dd6c17
Diving suits are rendered in front of all items (diving masks, goggles, etc aren't drawn on top of the suit). Items that are being held take the depth of the wearable sprite on the hand into account.
Closes
#290
2018-02-27 23:04:54 +02:00
..
Components
Fixed incorrect TextManager tag in PowerContainer interface
2018-02-05 16:43:02 +02:00
CharacterInventory.cs
Fixed subinventory staying visible if the slot containing the subinventory gets merged while it's highlighted (e.g. put a stun baton in either hand and swap it with a two-hand item)
2018-02-13 13:49:41 +02:00
DockingPort.cs
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
FixRequirement.cs
Fixed connections not being refreshed when a junction box breaks, made junction box deterioration rate proportional to the ratio between the available power and the load (i.e. more power makes the boxes break faster) & added some more variation between the deterioration rates of boxes to prevent all of them breaking at the same time.
2018-01-11 20:53:34 +02:00
Inventory.cs
Fixed subinventory becoming active in the controlled character's inventory when the slot with the same index is highlighted in a grabbed character's inventory (or vice versa), fixed CPR & grab buttons being drawn on top of subinventories
2018-01-25 09:36:58 +02:00
Item.cs
Diving suits are rendered in front of all items (diving masks, goggles, etc aren't drawn on top of the suit). Items that are being held take the depth of the wearable sprite on the hand into account.
Closes
#290
2018-02-27 23:04:54 +02:00
ItemPrefab.cs
Added damaged variants of junction box sprite, damaged item sprites can be set to fade in.
2018-01-11 20:48:26 +02:00
Rope.cs
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00