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LuaCsForBarotraumaEP
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99c76d00999d5eafed4077d50fb1535f2ace4c17
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaShared
/
Source
/
Map
T
History
Joonas Rikkonen
99c76d0099
Cleanup
2018-08-08 15:16:53 +03:00
..
Levels
Cleanup
2018-08-08 15:16:53 +03:00
Map
The number of completed missions in a level connection is saved (-> reloading doesn't reset the mission in the connection to the initial one).
Fixes
#517
2018-07-24 14:34:27 +03:00
Entity.cs
Fixed another bug in DockingPort that caused entity ID mismatches. Even though the server sent the IDs of the CURRENT hulls and gap of the docking port, they are not necessarily created in the correct order during midround syncing and may end up replacing the ID of another entity or another entity spawned after them may cause their IDs to be replaced.
Closes
#530
2018-07-26 12:42:29 +03:00
EntityGrid.cs
Updated to MonoGame 3.6 + Directory refactor
2017-06-27 09:52:57 -03:00
Explosion.cs
Added "VulnerableToEMP" property to Powered. Can be edited in sub editor. Reactors and relays are not affected by EMP by default.
Closes
#495
2018-07-18 15:07:21 +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 another bug in DockingPort that caused entity ID mismatches. Even though the server sent the IDs of the CURRENT hulls and gap of the docking port, they are not necessarily created in the correct order during midround syncing and may end up replacing the ID of another entity or another entity spawned after them may cause their IDs to be replaced.
Closes
#530
2018-07-26 12:42:29 +03:00
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
Added error checking and logging to wire cloning logic in MapEntity.Clone (see
#527
)
2018-07-25 11:49:10 +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
Fixed entity ID mismatches and desync kicks caused by gap creation/removal in Structure.SetDamage. Creating the gaps on damaged walls wasn't guaranteed to happen in the same order client-side as on the server, causing the IDs to get assigned mismatching IDs and in some cases also affecting the IDs of other types of entities (see
#528
).
2018-07-25 17:34:10 +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
Fixed entity ID mismatches and desync kicks caused by gap creation/removal in Structure.SetDamage. Creating the gaps on damaged walls wasn't guaranteed to happen in the same order client-side as on the server, causing the IDs to get assigned mismatching IDs and in some cases also affecting the IDs of other types of entities (see
#528
).
2018-07-25 17:34:10 +03:00
SubmarineBody.cs
Clamping velocity when correcting submarine position
2018-07-23 18:33:32 +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