This website requires JavaScript.
Explore
Help
Sign In
vlad.os
/
LuaCsForBarotraumaEP
Watch
0
Star
0
Fork
0
You've already forked LuaCsForBarotraumaEP
Code
Issues
Packages
Projects
Releases
Wiki
Activity
Files
c8a7815ef84b05f6eb85be2a84c66567735dfb70
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaClient
/
Source
/
Map
History
Joonas Rikkonen
5f05322fdb
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
2019-04-04 11:06:12 +03:00
..
Levels
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
2019-04-04 11:06:12 +03:00
Lights
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
2019-04-04 11:06:12 +03:00
Map
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
Explosion.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
FireSource.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
Gap.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Hull.cs
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
ItemAssemblyPrefab.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
LinkedSubmarine.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
MapEntity.cs
(d5ea3c7d5) Merge branch 'dev' of
https://github.com/Regalis11/Barotrauma-development
into dev
2019-03-29 17:24:17 +02:00
MapEntityPrefab.cs
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
Structure.cs
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
StructurePrefab.cs
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
Submarine.cs
(45f083a5a) Merge branch 'dev' of
https://github.com/Regalis11/Barotrauma-development
into dev
2019-04-03 16:22:12 +03:00
SubmarineBody.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
WayPoint.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00