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v0.3.5.1:
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- fixed UI controls not working in launcher
- fixed battery cells not reloading inside batteries
- moloch spawns earlier in tutorial
- fixed wrong updaterversion in launcher (caused the launcher to always show a warning)
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Regalis committed Mar 14, 2016
1 parent 5120812 commit 3402dad
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Showing 12 changed files with 46 additions and 16 deletions.
2 changes: 1 addition & 1 deletion Launcher2/LauncherMain.cs
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Expand Up @@ -476,7 +476,7 @@ private bool DownloadButtonClicked(GUIButton button, object obj)
latestVersionFiles = UpdaterUtil.GetFileList(doc);
filesToDownload = UpdaterUtil.GetRequiredFiles(doc);

string updaterVersion = ToolBox.GetAttributeString(doc.Root, "updaterversion", "1.0");
string updaterVersion = ToolBox.GetAttributeString(doc.Root, "updaterversion", "1.1");
if (updaterVersion!=UpdaterUtil.Version)
{
ShowError("Warning", "The update may contain changes which can't be installed by the autoupdater. If you receive any error messages during the install, please download and install the update manually.");
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5 changes: 4 additions & 1 deletion Subsurface/Barotrauma.csproj
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Expand Up @@ -1250,10 +1250,13 @@
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="packages.config" />
<None Include="Submarines\Aegir Mark II.sub" />
<None Include="Submarines\Nehalennia.sub" />
<None Include="Submarines\TutorialSub.sub" />
<None Include="Submarines\Vellamo.sub" />
</ItemGroup>
<ItemGroup>
<Folder Include="Data\Saves\" />
<Folder Include="Submarines\" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Farseer Physics Engine 3.5\Farseer Physics MonoGame.csproj">
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4 changes: 2 additions & 2 deletions Subsurface/Content/Items/Weapons/railgun.xml
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Expand Up @@ -77,7 +77,7 @@

<Sprite texture="weapons.png" sourcerect="0,58,88,20" depth ="0.5"/>

<Body width="87" height="18"/>
<Body width="87" height="18" density="30"/>

<Holdable slots="RightHand+LeftHand" holdpos="0,-50" handle1="-10,0" handle2="10,0" aimable="false"/>

Expand Down Expand Up @@ -105,7 +105,7 @@

<Sprite texture="weapons.png" sourcerect="0,77,88,20" depth ="0.5"/>

<Body width="87" height="18"/>
<Body width="87" height="18" density="35"/>

<Holdable slots="RightHand+LeftHand" holdpos="0,-50" handle1="-10,0" handle2="10,0" aimable="false"/>

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4 changes: 2 additions & 2 deletions Subsurface/Properties/AssemblyInfo.cs
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Expand Up @@ -31,5 +31,5 @@
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.3.4.2")]
[assembly: AssemblyFileVersion("0.3.4.2")]
[assembly: AssemblyVersion("0.3.5.1")]
[assembly: AssemblyFileVersion("0.3.5.1")]
4 changes: 2 additions & 2 deletions Subsurface/Source/GUI/TitleScreen.cs
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Expand Up @@ -80,7 +80,7 @@ public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTi
TitlePosition.X = Math.Min(TitlePosition.X, (float)GameMain.GraphicsWidth / 2.0f);
}

spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
graphics.Clear(Color.Black);

spriteBatch.Draw(backgroundTexture, CenterPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f,
Expand All @@ -104,7 +104,7 @@ public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTi
Hull.renderer.RenderBack(spriteBatch, renderTarget, 0.0f);
}

spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);

spriteBatch.Draw(titleTexture,
TitlePosition, null,
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2 changes: 1 addition & 1 deletion Subsurface/Source/GameMain.cs
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ class GameMain : Game

public static bool WindowActive
{
get { return Instance != null && Instance.IsActive; }
get { return Instance == null || Instance.IsActive; }
}

public static bool DebugDraw;
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Original file line number Diff line number Diff line change
Expand Up @@ -276,7 +276,7 @@ public override IEnumerable<object> UpdateState()

infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");

while (Submarine.Loaded.WorldPosition.Y > 25000.0f)
while (Submarine.Loaded.WorldPosition.Y > 29000.0f)
{
yield return CoroutineStatus.Running;
}
Expand Down Expand Up @@ -381,7 +381,7 @@ public override IEnumerable<object> UpdateState()
if (!divingMaskSelected &&
Character.Controlled.ClosestItem != null && Character.Controlled.ClosestItem.Name == "Diving Suit")
{
infoBox = CreateInfoFrame("The can only be one item in each inventory slot, so you need to take off "
infoBox = CreateInfoFrame("There can only be one item in each inventory slot, so you need to take off "
+"the jumpsuit if you wish to wear a diving suit.");

divingMaskSelected = true;
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8 changes: 4 additions & 4 deletions Subsurface/Source/Items/Components/Power/PowerContainer.cs
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Expand Up @@ -133,10 +133,10 @@ public override void Update(float deltaTime, Camera cam)

//float gridRate = voltage;

//if (gridRate>minVoltage)
//{
// ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
//}
if (chargeRate > 0.0f)
{
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
}

//recharge
//if (gridRate >= chargeRate)
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2 changes: 1 addition & 1 deletion Subsurface/Source/Screens/MainMenuScreen.cs
Original file line number Diff line number Diff line change
Expand Up @@ -460,7 +460,7 @@ public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch

//Game1.GameScreen.DrawMap(graphics, spriteBatch);

spriteBatch.Begin();
spriteBatch.Begin(0, BlendState.AlphaBlend);

buttonsTab.Draw(spriteBatch);
if (selectedTab>0) menuTabs[selectedTab].Draw(spriteBatch);
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27 changes: 27 additions & 0 deletions Subsurface/changelog.txt
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@@ -1,3 +1,30 @@
---------------------------------------------------------------------------------------------------------
v0.3.5.1
---------------------------------------------------------------------------------------------------------

- fixed unclickable buttons/checkboxes in the launcher
- fixed battery cells not reloading when placed inside a battery

---------------------------------------------------------------------------------------------------------
v0.3.5.0
---------------------------------------------------------------------------------------------------------

- items float and can be moved around by flowing water
- wiring mode which makes wiring more convenient in the editor
- networking bugfixes and improvements
- changes to the logic that determines how far the monsters can see/hear the submarine from - now it's
possible to evade some monsters by turning off noisy devices and/or stopping the submarine
- invisible entities (items inside cabinets, hulls/gaps when they've been hidden) can't be highlighted
or selected in the editor
- fixed monster/item spawnpoints being placed in unreachable locations
- relay and delay components
- fixed lights not being positioned correctly on moving items
- added a ''set_color'' connection to light components
- ladders outside the sub can be climbed
- changes to drowning/suffocation logic: amount of oxygen drops at a fixed rate instead of effects
"stacking" (e.g. when wearing a diving suit with no oxygen tank in a room with low oxygen)
- fixed projectiles not colliding with the submarine when shot from the outside

---------------------------------------------------------------------------------------------------------
v0.3.4.2
---------------------------------------------------------------------------------------------------------
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Binary file modified Subsurface_Solution.v12.suo
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