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LuaCsForBarotraumaEP
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afc2e63b550e474c0e267b88a0110ab1b9f86022
LuaCsForBarotraumaEP
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Barotrauma
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BarotraumaShared
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History
Joonas Rikkonen
afc2e63b55
Client-side door state prediction fix: the clients wouldn't set the door to the correct state if the predicted state was the same as the door's previous known correct state, even if the latest state sent by the server was different (= a convoluted way of saying that door syncing works correctly now with complex door setups like the ones in SS Odyssey, see
#579
).
2018-08-23 14:57:13 +03:00
..
Holdable
Items outside the sub cannot be deattached.
Closes
#562
2018-08-20 20:42:57 +03:00
Machines
Fixed oxygen tank & welding fuel tank crafting causing everyone to desync. The item condition NetEntityEvent was created before the spawn event of the item, preventing clients from reading the condition event because the item doesn't exist yet.
Closes
#617
2018-08-09 12:08:47 +03:00
Power
Fire probability and the voltage required for a PowerTransfer item to take damage can be configured in the xml. Docking ports & hatches don't get broken by excess voltage.
Closes
#589
2018-08-11 17:09:36 +03:00
Signal
Added a property for locking connection panels (better than the old hacky way of changing the required item to something else). Locked panels can still be rewired in the sub editor.
Closes
#679
2018-08-20 20:12:33 +03:00
DockingPort.cs
Dockingport gap linking fixes.
Closes
#551
2018-08-07 12:45:45 +03:00
Door.cs
Client-side door state prediction fix: the clients wouldn't set the door to the correct state if the predicted state was the same as the door's previous known correct state, even if the latest state sent by the server was different (= a convoluted way of saying that door syncing works correctly now with complex door setups like the ones in SS Odyssey, see
#579
).
2018-08-23 14:57:13 +03:00
ItemComponent.cs
Handling and logging exceptions thrown by ItemComponent constructors, added stack traces to a couple of error messages
2018-08-06 14:53:28 +03:00
ItemContainer.cs
If the distance is excessively large when forcing the collider of a dead character to follow the body, the collider is teleported instead of moving it by setting the velocity. + More physics error logging
2018-08-09 14:13:08 +03:00
ItemLabel.cs
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
Ladder.cs
Ladders can be climbed by holding up/down while standing next to them without having to select them first.
2018-03-08 11:01:17 +02:00
Projectile.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
Rope.cs
Fixed explosives being directly usable by characters, causing them to explode when left clicking while holding them due to
9dd9425c
. See
#385
2018-04-24 18:00:36 +03:00
StatusHUD.cs
Health Scanner HUD shows the status of all nearby characters without having to highlight them. Fixes being unable to scan characters that aren't dead or unconscious. Non-human characters can also be scanned now.
2017-12-07 19:34:32 +02:00
Turret.cs
EntityEvent fixes:
2018-07-30 13:35:26 +03:00
Wearable.cs
Wearables apply OnWearing StatusEffects in all the components of an item, not just the Wearable component.
2018-04-23 15:17:25 +03:00