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
cea5d5b074aa1b5416b0ee64e47c5a44a3c2ab0a
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaShared
/
Source
/
Characters
T
History
Joonas Rikkonen
cea5d5b074
Fixed client-side docking ports creating duplicate bodies on doors, causing characters to collide with an invisible door when trying to move between docked subs (until the server forces them through it). + TODO note about bugged hull finding logic in UpdateNetPlayerPosition!
2018-11-10 20:21:43 +02:00
..
AI
Removed the Entity.MoveWithLevel property, fixed artifacts and other items from ruins not being saved.
Closes
#694
2018-08-20 16:23:40 +03:00
Animation
Fixed client-side docking ports creating duplicate bodies on doors, causing characters to collide with an invisible door when trying to move between docked subs (until the server forces them through it). + TODO note about bugged hull finding logic in UpdateNetPlayerPosition!
2018-11-10 20:21:43 +02:00
Jobs
Wifi components can't communicate with the enemy sub in combat missions.
Fixes
#554
2018-08-01 13:52:47 +03:00
AICharacter.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
Attack.cs
The ActionType of an Attack's statuseffect is considered "OnEating" instead of "OnUse" if the target is dead. Prevents husks from gaining health by attacking corpses (which allowed players to huskify themselves on purpose and stay alive indefinitely).
2018-10-08 11:23:52 +03:00
Character.cs
Fixed a bunch of bugs when dragging characters up ladders (see
e0504042
). The dragging logic didn't take into account that the characters are not necessarily in the same sub, which caused the dragged character to launch away at a high speed when climbing from a sub to another (for example when climbing down to the shuttle in Aegir). The pull joint on the target's torso was never disabled, so the character stayed floating mid-air after getting off the ladders.
2018-09-24 21:19:18 +03:00
CharacterInfo.cs
Servers can disable the disguise feature.
Closes
#568
2018-08-14 16:06:23 +03:00
CharacterNetworking.cs
Characters stay alive for 30 seconds after a client disconnects, and if the client rejoins during that time they regain control of the character.
Closes
#42
2018-08-06 13:38:39 +03:00
DamageModifier.cs
Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
2017-12-30 13:46:59 +03:00
HuskInfection.cs
Equipped items can be swapped by double-clicking, fixed inventories getting messed up when swapping multi-slot items fails (e.g. drag a jumpsuit on an equipped diving suit).
2018-03-02 15:24:54 +02:00
Limb.cs
WIP fixes to ragdoll simple physics mode (see
#895
). When simple physics is enabled, only the collider of the character moves and all the limbs and joints are disabled. This caused "attempted to move pulljoint anchor extremely far" errors, because the game still attempted to move the limbs to the collider via pull joints. TODO: do more testing to make sure simple physics doesn't cause other physics errors, fix dragging in simple physics mode.
2018-11-09 14:29:25 +02:00