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LuaCsForBarotraumaEP
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aca85c27089c92a20167d5f5e1cae9e522deaad0
LuaCsForBarotraumaEP
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Subsurface
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Source
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Characters
T
History
Regalis
aca85c2708
All characters start disabled in the multiplayer mode, and are enabled when the client starts receiving position updates for the character, OR when the server starts receiving inputs from the client controlling the character, OR if the character is controlled locally. (-> no more floating, frozen characters at the start of a round)
...
+ the server disables AICharacters that are far away from all players
2017-03-25 20:10:47 +02:00
..
AI
All characters start disabled in the multiplayer mode, and are enabled when the client starts receiving position updates for the character, OR when the server starts receiving inputs from the client controlling the character, OR if the character is controlled locally. (-> no more floating, frozen characters at the start of a round)
2017-03-25 20:10:47 +02:00
Animation
CPR syncing + some refactoring
2017-03-22 20:05:50 +02:00
BackgroundSprite
Level cells that overlap with ruins are removed during level generation (instead of just disabling collisions with them), background sprites can spawn on ruin walls
2017-03-23 18:13:28 +02:00
Jobs
Merge remote-tracking branch 'barotrauma/master' into new-netcode
2016-11-05 18:18:20 -03:00
AICharacter.cs
Monster syncing fixes:
2017-03-01 23:14:15 +02:00
Attack.cs
- special death messages for husk infections
2016-08-28 20:22:45 +03:00
Character.cs
All characters start disabled in the multiplayer mode, and are enabled when the client starts receiving position updates for the character, OR when the server starts receiving inputs from the client controlling the character, OR if the character is controlled locally. (-> no more floating, frozen characters at the start of a round)
2017-03-25 20:10:47 +02:00
CharacterHUD.cs
CPR syncing + some refactoring
2017-03-22 20:05:50 +02:00
CharacterInfo.cs
SharpFont + ScalableFont implementation
2017-03-07 13:44:42 -03:00
CharacterNetworking.cs
All characters start disabled in the multiplayer mode, and are enabled when the client starts receiving position updates for the character, OR when the server starts receiving inputs from the client controlling the character, OR if the character is controlled locally. (-> no more floating, frozen characters at the start of a round)
2017-03-25 20:10:47 +02:00
CharacterSound.cs
Bunch of new sounds by Omniary, some charactersound & soundplayer refactoring
2016-12-15 21:42:15 +02:00
DelayedEffect.cs
Option to set a duration for a status effect
2016-03-26 23:20:02 +02:00
HUDProgressBar.cs
HUDProgressBars move with the subs
2016-09-26 16:26:52 +03:00
HuskInfection.cs
Merge branch 'master' into new-netcode
2017-01-25 20:30:26 +02:00
Limb.cs
Fixed exception when trying to remove a limb with no sprite
2016-12-20 16:10:47 +02:00
StatusEffect.cs
Item/statuseffect optimization:
2016-11-08 21:14:29 +02:00