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LuaCsForBarotraumaEP
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LuaCsForBarotraumaEP
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Subsurface
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Signal
History
Regalis
f863eb331d
Moved stun from AnimController to the character class, server notifies clients when the stun ends, husk infection included in character status messages
2017-04-07 19:56:25 +03:00
..
AndComponent.cs
- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
2016-04-02 02:25:44 +03:00
Connection.cs
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
2017-02-09 23:09:42 +02:00
ConnectionPanel.cs
Moved stun from AnimController to the character class, server notifies clients when the stun ends, husk infection included in character status messages
2017-04-07 19:56:25 +03:00
DelayComponent.cs
- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
2016-04-02 02:25:44 +03:00
LightComponent.cs
Backported vsync changes from new-netcode, WIP hull visibility culling
2016-10-02 22:24:31 -03:00
MotionSensor.cs
Motion sensor component, ruins have doors and hatches with randomly placed motion sensors that close them automatically
2016-05-07 09:09:30 +03:00
NotComponent.cs
- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
2016-04-02 02:25:44 +03:00
OrComponent.cs
- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
2016-04-02 02:25:44 +03:00
OxygenDetector.cs
- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
2016-04-02 02:25:44 +03:00
RegExFindComponent.cs
- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
2016-04-02 02:25:44 +03:00
RelayComponent.cs
Fixes
2016-10-11 21:37:23 -03:00
SignalCheckComponent.cs
Vertical docking port, docking sounds, water flows properly between horizontally docked hulls, falseoutput of signal check components can be changed, lighting and FOW works between hulls (todo: some logic for determining when to update light.HullsInRange when two subs are moving relative to each other)
2016-06-27 17:48:20 +03:00
WaterDetector.cs
- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
2016-04-02 02:25:44 +03:00
WifiComponent.cs
Reimplemented chat range & radio messages. Each client now has their own chatMsgQueue, so all chat messages don't have to be sent to all clients.
2017-01-07 19:22:48 +02:00
Wire.cs
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
2017-02-09 23:09:42 +02:00