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LuaCsForBarotraumaEP
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981c6fe2a2da9e4a67e223fe7e43ff0bb3aa7cfe
LuaCsForBarotraumaEP
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Barotrauma
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BarotraumaShared
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Source
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Map
T
History
Joonas Rikkonen
89b26008a6
Projectile damage range is set to the radius of the item's collider if the range is not given in the xml. Structure.AddDamage uses the edges of the sections to calculate the distance to a damage source, i.e. the damage area only has to "touch" the section to do damage.
Closes
#479
2018-07-16 15:44:26 +03:00
..
Levels
Add a todo note.
2018-04-06 11:51:52 +03:00
Map
Converted the GetAttribute methods in the ToolBox class to extension methods
2017-10-04 18:38:40 +03:00
Entity.cs
Fixed some entities occasionally not being removed at the end of a round. CargoMission removed the cargo items at the end of a round without checking if the items have already been removed, which could cause another entity to be removed from the entity dictionary if it's taken the ID of the cargo item. This prevented the new entity from being removed in Entity.RemoveAll, causing errors during the next round.
Closes
#278
2018-04-23 13:55:08 +03:00
EntityGrid.cs
Updated to MonoGame 3.6 + Directory refactor
2017-06-27 09:52:57 -03:00
Explosion.cs
Fixed explosion with an EMP value only damaging reactors (when they should only ignore reactors).
Closes
#473
2018-07-16 13:50:31 +03:00
FireSource.cs
Applied fire extinguisher changes from the command-improvement branch: the repair tool steps through the ray that's used to find firesources in range and collects all firesources along the way instead of just checking the start and end positions of the ray (-> fires are much easier to extinguish now).
Closes
#274
2018-02-24 17:28:52 +02:00
Gap.cs
Tweaked structure gap logic to make smaller leaks more common. Walls now start leaking after taking >10% damage, and initially only emit smaller "drip particles".
2018-01-09 14:24:15 +02:00
Hull.cs
Fixed hulls not being linked to gaps if the center of the gap is exactly at the edge of the adjacent hulls.
2017-12-13 21:07:51 +02:00
IDamageable.cs
Added a Character.AddDamage override method that does damage to a specific limb instead of the limb closest to the source of the damage. Projectiles and melee weapons now always do damage to the limb they hit, even if the center point of some other limb happens to be closer.
2017-12-05 18:03:00 +02:00
LinkedSubmarine.cs
Made the name of the "Linkable/IsLinkable" property consistent
2017-12-02 14:19:23 +02:00
MapEntity.cs
Optimized GameScreen.DrawMap
2017-12-20 19:41:23 -03:00
MapEntityPrefab.cs
Fixed item tags & aliases not being taken into account when determining target validity in StatusEffect.Apply.
Closes
#316
2018-03-06 11:25:25 +02:00
Md5Hash.cs
Updated to MonoGame 3.6 + Directory refactor
2017-06-27 09:52:57 -03:00
Structure.cs
Projectile damage range is set to the radius of the item's collider if the range is not given in the xml. Structure.AddDamage uses the edges of the sections to calculate the distance to a damage source, i.e. the damage area only has to "touch" the section to do damage.
Closes
#479
2018-07-16 15:44:26 +03:00
StructurePrefab.cs
All items and structures have to define a sourcerect for the sprite because otherwise the dedicated server won't know the size of the entity.
Closes
#321
2018-03-06 13:55:30 +02:00
Submarine.cs
Some more logging to help diagnose
#278
, a potential workaround to remove items/characters that Entity.RemoveAll failed to remove for some reason.
2018-04-20 16:50:10 +03:00
SubmarineBody.cs
Attempt to fix characters occasionally getting launched out of the sub at lightspeed when the sub crashes into something (even if the impact doesn't appear to be that hard): impacts don't increase the velocity of the characters above 20 units/s.
2018-04-18 17:24:10 +03:00
TransitionCinematic.cs
Added randomly generated ocean floors. Atm the bottom is too deep to reach in most levels and there's not much to explore down there, but the plan is to have some levels where the bottom or some of the bottom formations are reachable (because we need hydrothermal vents!).
2017-08-15 19:20:21 +03:00
WayPoint.cs
Fixed character getting spawned at a random spawnpoint in any sub if no spawpoint that fits the character's job is found, making it possible for them to spawn inside the respawn shuttle.
Closes
#408
2018-05-17 19:56:36 +03:00