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LuaCsForBarotraumaEP
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c8a7815ef84b05f6eb85be2a84c66567735dfb70
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaClient
/
Source
/
Screens
T
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
..
BlurEffect.cs
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
CampaignSetupUI.cs
(45f083a5a) Merge branch 'dev' of
https://github.com/Regalis11/Barotrauma-development
into dev
2019-04-03 16:22:12 +03:00
CampaignUI.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
CharacterEditorScreen.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
GameScreen.cs
(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
LevelEditorScreen.cs
(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
LobbyScreen.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
MainMenuScreen.cs
(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
NetLobbyScreen.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
OldCharacterEditorScreen.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
ParticleEditorScreen.cs
1ec6577...e08c5e7
2019-03-18 21:12:02 +02:00
Screen.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
ServerListScreen.cs
(5c35a640e) Update tutorial-rework with dev
2019-03-27 20:52:47 +02:00
SpriteEditorScreen.cs
e08c5e7...2ad9b5d
2019-03-18 21:12:20 +02:00
SteamWorkshopScreen.cs
bbc4a31...e6715d6
2019-03-18 22:30:27 +02:00
SubEditorScreen.cs
(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