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v0.7.0.1
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Regalis11 committed Dec 2, 2017
1 parent 9e5f503 commit ddf9ad2
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Showing 3 changed files with 27 additions and 4 deletions.
4 changes: 2 additions & 2 deletions Barotrauma/BarotraumaClient/Properties/AssemblyInfo.cs
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// 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("0.7.0.0")]
[assembly: AssemblyFileVersion("0.7.0.0")]
[assembly: AssemblyVersion("0.7.0.1")]
[assembly: AssemblyFileVersion("0.7.0.1")]
4 changes: 2 additions & 2 deletions Barotrauma/BarotraumaServer/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("0.7.0.0")]
[assembly: AssemblyFileVersion("0.7.0.0")]
[assembly: AssemblyVersion("0.7.0.1")]
[assembly: AssemblyFileVersion("0.7.0.1")]
23 changes: 23 additions & 0 deletions Barotrauma/BarotraumaShared/changelog.txt
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@@ -1,3 +1,26 @@
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v0.7.0.1
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- Added console commands for modifying client permissions.
- Fixed content package setting not being saved in the settings menu.
- Item pickup sounds are only played when the controlled character picks up an item.
- Removed serverconfig.xml (the dedicated server now uses the same config file as the normal game).
- Updated the vanilla content package to version 0.7.
- Fixed entity linking in the submarine editor.
- Fixed railgun HUD crashing the game if the railgun is linked to an item that does not have an
ItemContainer component (i.e. any item that can't contain other items).
- Fixed exceptions when the player dies in the tutorial.
- Fixed the start popup saying the host is the target if the host has been selected as the traitor.
- Fixed crashes when attempting to use a railgun controller that's not connected to anything.
- Fixed autorestart counter overlapping with the campaign map in the server lobby screen.
- Fixed characters receiving damage almost exclusively to their feet when wearing a diving suit.
- Armoring reduces damage by a certain percentage, not a fixed value. Now armor doesn't make characters
invulnerable to small amounts of damage.
- The effectiveness of different types of armor depends on the type of damage. For example, diving suits
provide fairly good protection against burn and slash damage, but aren't as affective against blunt damage.
- Fixed light sources attached to limbs not rotating with the limbs.

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v0.7.0.0
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