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LuaCsForBarotraumaEP
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ceaba2f5caca0bf64ee42b48c99b9a794fb17cf6
LuaCsForBarotraumaEP
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Barotrauma
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BarotraumaShared
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Source
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Map
History
Joonas Rikkonen
ceaba2f5ca
Fixed some entities occasionally not being removed at the end of a round. CargoMission removed the cargo items at the end of a round without checking if the items have already been removed, which could cause another entity to be removed from the entity dictionary if it's taken the ID of the cargo item. This prevented the new entity from being removed in Entity.RemoveAll, causing errors during the next round.
Closes
#278
2018-04-23 13:55:08 +03:00
..
Levels
Add a todo note.
2018-04-06 11:51:52 +03:00
Map
Converted the GetAttribute methods in the ToolBox class to extension methods
2017-10-04 18:38:40 +03:00
Entity.cs
Fixed some entities occasionally not being removed at the end of a round. CargoMission removed the cargo items at the end of a round without checking if the items have already been removed, which could cause another entity to be removed from the entity dictionary if it's taken the ID of the cargo item. This prevented the new entity from being removed in Entity.RemoveAll, causing errors during the next round.
Closes
#278
2018-04-23 13:55:08 +03:00
EntityGrid.cs
Updated to MonoGame 3.6 + Directory refactor
2017-06-27 09:52:57 -03:00
Explosion.cs
Added "electromagnetic pulse strength" parameter to explosions. EMPs damage repairable power items (e.g. junction boxes) and discharge power containers (e.g. batteries and supercapacitors).
2018-02-02 15:15:46 +02:00
FireSource.cs
Applied fire extinguisher changes from the command-improvement branch: the repair tool steps through the ray that's used to find firesources in range and collects all firesources along the way instead of just checking the start and end positions of the ray (-> fires are much easier to extinguish now).
Closes
#274
2018-02-24 17:28:52 +02:00
Gap.cs
Tweaked structure gap logic to make smaller leaks more common. Walls now start leaking after taking >10% damage, and initially only emit smaller "drip particles".
2018-01-09 14:24:15 +02:00
Hull.cs
Fixed hulls not being linked to gaps if the center of the gap is exactly at the edge of the adjacent hulls.
2017-12-13 21:07:51 +02:00
IDamageable.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
LinkedSubmarine.cs
Made the name of the "Linkable/IsLinkable" property consistent
2017-12-02 14:19:23 +02:00
MapEntity.cs
Optimized GameScreen.DrawMap
2017-12-20 19:41:23 -03:00
MapEntityPrefab.cs
Fixed item tags & aliases not being taken into account when determining target validity in StatusEffect.Apply.
Closes
#316
2018-03-06 11:25:25 +02:00
Md5Hash.cs
Updated to MonoGame 3.6 + Directory refactor
2017-06-27 09:52:57 -03:00
Structure.cs
Cherry-picked [ab78991]: Rendering tiled sprites with scaling works correctly now (I think?), added option to edit the offset of structure textures
2018-04-17 14:06:40 +03:00
StructurePrefab.cs
All items and structures have to define a sourcerect for the sprite because otherwise the dedicated server won't know the size of the entity.
Closes
#321
2018-03-06 13:55:30 +02:00
Submarine.cs
Some more logging to help diagnose
#278
, a potential workaround to remove items/characters that Entity.RemoveAll failed to remove for some reason.
2018-04-20 16:50:10 +03:00
SubmarineBody.cs
Attempt to fix characters occasionally getting launched out of the sub at lightspeed when the sub crashes into something (even if the impact doesn't appear to be that hard): impacts don't increase the velocity of the characters above 20 units/s.
2018-04-18 17:24:10 +03:00
TransitionCinematic.cs
Added randomly generated ocean floors. Atm the bottom is too deep to reach in most levels and there's not much to explore down there, but the plan is to have some levels where the bottom or some of the bottom formations are reachable (because we need hydrothermal vents!).
2017-08-15 19:20:21 +03:00
WayPoint.cs
Ladder waypoint generation fix: waypoints are not just placed at the top and bottom of the ladders (and at hatches on the ladders), but above every platform along the ladders (-> waypoints work correctly on ladders spanning through multiple floors). + Some ladder climbing fixes in IndoorsSteeringManager.
2018-03-02 17:45:13 +02:00