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f697ec7582f791d4b17a3ab369597f6d2b553470
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaShared
/
Source
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Components
T
History
Joonas Rikkonen
f697ec7582
Melee weapons don't stop the swing when they hit the first target (but only damage each target once per swing). Fixes weapons not hitting the target in tight spaces due to touching the ceiling/walls first, and allows hitting multiple characters with one swing.
Closes
#622
2018-08-09 12:55:52 +03:00
..
Holdable
Melee weapons don't stop the swing when they hit the first target (but only damage each target once per swing). Fixes weapons not hitting the target in tight spaces due to touching the ceiling/walls first, and allows hitting multiple characters with one swing.
Closes
#622
2018-08-09 12:55:52 +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
Fixed PowerContainer RechargeSpeed being capped to the MaxRechargeSpeed set in the prefab due to RechargeSpeed being loaded before MaxRechargeSpeed.
Closes
#612
2018-08-08 15:56:19 +03:00
Signal
Merge branch 'master' of
https://github.com/Regalis11/Barotrauma
2018-08-06 10:53:25 +03:00
DockingPort.cs
Dockingport gap linking fixes.
Closes
#551
2018-08-07 12:45:45 +03:00
Door.cs
Fixed door gaps being removed twice when unloading a sub (in door.Remove and Entity.RemoveAll). Probably didn't cause any issues other than unnecessary console warnings.
2018-07-24 13:19:07 +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
Fixed items not being placed in the same hull and sub as the item they're inside if the ItemContainer is not the first of the parent's ItemContainer components (e.g. fabricator output inventory).
Closes
#430
2018-05-30 19:15:55 +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