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Releases: FakeFishGames/Barotrauma

v0.11.0.9

03 Apr 03:24
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v0.11.0.9

  • Fixed operating a pump manually causing a disconnect in multiplayer.
  • Fixed ruins sometimes spawning partially inside level walls.
  • Fixed the game occasionally failing to generate a crash report when it crashes.

v0.11.0.8

  • Fixed monsters being hard to hit with ranged weapons when far from the players in multiplayer (e.g. when operating a drone far away from the sub).
  • Fixed occasional console errors when loading a submarine with a ballast flora infection.
  • Fixed ambient lighting not affecting the submarine's outer walls.
  • Fixed wire nodes getting messed up between campaign rounds if the wire was mirrored horizontally while placing it.
  • Fixed ruins sometimes spawning with some of the wires disconnected.
  • Fixed ice spires sometimes spawning too close to the start/end of the level.
  • Render egg sprites in front of minerals.
  • Fixed dancing coilguns.

v0.11.0.7

Environment overhaul:

  • Remade textures.
  • Branching level paths.
  • More varied level layouts.
  • Added small explorable caves alongside the main path.
  • Made the floating ice chunks destructible.
  • The areas outside the traversable path are solid instead of hollow, so it's no longer possible for monsters to spawn "outside the level" or for the sub to get lost at the wrong side of the level walls.
  • Ice spires: tall, protrusions that cut holes in the submarine if you hit them.
  • Piezo crystals: environmental objects that drain power from the submarine when you get too close to them.
  • The biomes further on the campaign map are deeper down in the ocean, meaning that crush depth starts higher up in the level. The biomes near the end of the map require hull upgrades to traverse safely.
  • Improved resource (minerals and plants) spawning: resources now spawn in clusters which can contain multiple instances of the same resource.
  • Made thermal artifacts a bit more manageable: they now start a fires periodically, not continuously.

New missions:

  • Nest missions where you need to enter a cave to destroy a monster nest.
  • Beacon missions where you have to repair and power up a "beacon station".
  • Mineral collection missions where you have to locate and mine a mineral cluster.

Additions and changes:

  • Added ballast flora, a plant-like organism that can infect the submarine and leech power from junction boxes and batteries. A ballast flora infection may be contracted by passing through a colony of ballast flora spores (which are faintly visible on the sonar).
  • Added a new monster, "Spineling".
  • Adjustments and balancing to the way locations change to other types of locations: habitation now spreads faster as the player explores the campaign map further.
  • Added new military outpost music track.
  • Submarine hull upgrades increase the submarine's tolerance to pressure, allowing it to dive deeper without getting crushed by pressure.
  • Deep Diver subs can dive 20% deeper than other subs without getting crushed.
  • Added mineral scanning functionality for sonars: enabled by default for handheld sonars, can be enabled for other sonar devices in the Sub Editor with Sonar component's "HasMineralScanner" property
  • Added concatenation component (a signal component that joins two inputs together).
  • Added a ready check that can be used to check if everyone is ready to depart from an outpost in multiplayer.
  • Added "ignore" order that can be used to prevent bots from using/repairing/taking specific items or devices.
  • Discharge coil's range can be visualized by holding space while one is selected in the sub editor.
  • Level difficulty affects the way outpost events are chosen (the more difficult events don't occur until later in the campaign).
  • Non-wiring-related items become transparent in the sub editor's wiring mode.
  • Improved turret range visualization in the sub editor.
  • Made skill checks in outpost events probability-based: a low skill doesn't mean you'll always fail, just that you're less likely to succeed.
  • Reworked bonethresher's behavior and attacks. Tigerthreshers now protect Bonethreshers with a low priority. Minor tweaks to the ragdolls and animations.
  • Added water percentage output to water detector.
  • Reduced scrap spawn rates in wrecks.
  • Removed the explosive cargo mission variant where one of the explosives spontaneously explodes.
  • Split combat missions into a separate game mode.
  • Added a toggle for transparent wiring mode.
  • The "Leaving Start Location" track isn't played at outposts.
  • Increased default KillDisconnectTime to 5 minutes.
  • Added pet food item.
  • Added support for defining sonar icon colors in XML.
  • Neutralize ballasts in submarine test level.
  • Items can be attached to level walls.
  • Fixed watcher's gaze causing severe effects inside the submarine.
  • UI: Moved the navigation controls to the right side of the sonar view and readjusted the layout.
  • Moved the cleanup order to the last in the maintenance category.
  • Flagged certain parts of the nose and tail of the vanilla submarines as non-targetable, because the monsters tended to go inside the nose/tail parts too often.
  • Increased the sound ranges for Tigerthresher, Leucocyte, Terminal cell, Mudraptor, and Crawler (should make them more audible).
  • Crawlers, Tigerthershers, and Spinelings now avoid being killed by the engine (more or less).
  • Adjusted the avoiding behavior for monsters.

Bots:

  • Bots don't anymore clean up other diving suits when they have one equipped already.
  • Bots don't anymore take diving suits off inside outposts (unless they have to).
  • Fixed bots getting stuck on ladders when their body is near the floor.
  • Fixed bots equipping diving gear too eagerly when the oxygen level drops in the room.
  • Fixed all npcs and bots using the "Passive" idle behavior. Changed the guard idling so that they now more and prefer longer distances. Also other crew members should now move slightly more than previously.
  • Increase combat priority of some tools so that the bots prefer those to toy hammer.
  • More descriptive bot dialog when they can't find items they're looking for.
  • Diving suits the bots have dropped in an outpost are automatically moved to the cargo bay when departing from the outpost.
  • Outpost security allows "stealing" diving masks and suits if the outpost is flooding.
  • Bots keep more distance to the player while following underwater and outside the sub.
  • Fixed a rare crash in AIObjectiveIdle.Wander method.
  • Bots now defend themselves (if possible) also when they are being attacked outside of the submarine.
  • Bots should no longer hoard fuel rods.
  • Fixed bots getting stuck while swimming near the submarine, because they kept switching between different steering modes.
  • Fixed bots not avoiding other submarines connected to the submarine they are heading to while swimming around the submarine using waypoints.
  • Fixed broken walls near hatches/doors sometimes preventing characters from entering the sub/outpost through the hatch/door.
  • Fixed security or bots that have been ordered to fight enemies first fleeing from the enemies.
  • Fixed bots sometimes failing to put out fires in multi-hull rooms.
  • Fixed bots not being able to clean up items that occupy both hands (like the fire extinguisher).
  • Fixed bots having issues with empty items while operating the reactor or the turrets, causing them e.g. to not knowing how to load the target item.
  • Fixed outpost NPCs sometimes "cleaning up" the spawned toolbox in the event "clownrelations1".
  • Fixed bots loading more rods to the reactor when the load is too high, even if the current amount of fuel is already enough to maximize the output.

Modding:

  • Added "IgnoreWhileInside" and "IgnoreWhileOutside" parameters on character targeting parameters.
  • Added ranged projectile attacks for monsters. See Spineling for an example. Note that there are five different rotation modes for the projectile aiming: Fixed, Target, Limb, MainLimb, and Collider.
  • Added a "sweep attack", which makes the creature sinuate while closing to the target instead of moving straight towards it. Used on Spineling.
  • Added limb hiding (permanent or temporary) with status effects. Used on Spineling.
  • Added limb breaking with status effects.
  • Allow characters to move full speed after attacking, when the cooldown is active. The property is found in the attack definition.
  • Allow to use the idle behavior (wandering) after attacking, during the cooldown.
  • Added "OnlyOutside" and "OnlyInside" attributes for status effects. Affects only the targets of the effect.
  • Fixed particle's "LoopAnim" property doing nothing.

Bugfixes:

  • Fixed occasional "missing entity" errors caused by the server failing to write an ID card's data in a network message.
  • Fixed a bug that sometimes caused power to desync in multiplayer: when connecting the second end of a wire to a device other than a junction box, the server would sometimes not register the wire as being connected.
  • Fixed previous messages disappearing from terminals and logbooks when transitioning to a new level in the campaign.
  • Fixed sprite depths in dockingmodule 2, should prevent z-fighting.
  • Fixed crashing when a bot abandons AIObjectiveCombat due to the target being in a different sub (e.g. if a character the outpost security is chasing moves from the outpost to the sub).
  • Fixed undocking enabling all disabled nodes instead of just those that were connected to the docking port in question.
  • Fixed EventManager to always choosing the same events from identical event sets in a given level. Meaning that if a level for example had 3 monster spawns t...
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v0.10.6.2

03 Apr 03:23
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v0.10.6.2

  • Adjusted pets' item production rates and hunger/happiness thresholds.
  • Fixed inability to pick up chitin chunks.
  • Fixed event manager considering pets to be enemies, leading to monster spawns being delayed or disabled altogether when there are pets inside the sub.
  • Fixed bots having difficulties in entering/exiting the airlocks.
  • Fixed doors not obstructing waypoints after docking.
  • Fixes to pet syncing.
  • Fixes to pets disappearing when transitioning between levels.
  • Removed small crawler egg (was only intended for testing).
  • Kastrull: Fixed the airlock waypoints not being linked to the doors, causing the bots not being able to operate them.

v0.10.6.1

  • Added sounds for pets.
  • Most fruits can be fed to pets.
  • Increased the time it takes for pets to get hungry.
  • Decreased pets' item production rate.
  • The number of monsters now increases the event intensity more than previously, which should spawn monsters less frequently.
  • Added some unarmored mudraptors to low-difficulty levels.
  • Fixed crashing when a character takes damage from something else than another character attacking them (e.g. volcanoes).
  • Fixed some steering issues where bots would return to the last waypoint instead of continuing with their current path when they should.
  • Fixed occasional "velocity invalid" error messages when a character gets hit by a very fast projectile (e.g. coilgun bolt).
  • Fixed severed tiger thresher heads doing the "death wiggle" animation.
  • Fixed water flow sounds not disappearing over time.
  • Fixed throwing an item that has no status effects (such as a flare) causing a crash.
  • Fixed chitin helmet spawning in armory cabinets.
  • Fixed event intensity going down immediately when the situation gets less intense instead of gradually returning to normal. Should make it happen less that more monsters are spawned soon after the player survives the previous wave of monsters.
  • Fixed monsters using the Escape state when they should use the Flee state.
  • Fixed Threshers not dying after being beheaded.
  • Fixed heads or other extruding limbs being severed also when their root body takes damage.
  • Fixed bots trying to get inside outposts (from outside) that they can't and shouldn't be able to enter to.
  • Fixed very small creatures getting stuck on waypoints.
  • Test changing the assignment logic for maintenance/operate orders: if the player doesn't specify the target character, use the bot who already is following the same order. The intention is to make it easier to change the target item of the order. The draw back is that ordering multiple bots to man the turrets now requires an extra step: specify the target character.

v0.10.6.0

Changes and additions:

  • Reworked Watcher.
  • Added pets (can be obtained by buying eggs from outposts). The pets produce items that can be used for crafting if they're kept happy and well-fed.
  • Added a new AI behaviors: Observe, Follow and Freeze.
  • Added toolbelt (a wearable container with a capacity of 12 and it's own dedicated slot) as a replacement for the toolbox.
  • Improvements to the effects caused by psychosis: the affliction icon is not visible to the psychotic character, the fake fires and floods are a bit more convincing, the affliction plays random sounds and can cause other characters to become invisible.
  • Added capture group support to RegEx component.
  • Added black and white paint.
  • Added optional "forbidden word filter" to the server browser. The filter is off by default. The list of forbidden words can be modified by editing the file "Data/forbiddenwordlist.txt" in the game folder.
  • Increased the damage of 40mm grenades.
  • Misc improvements to the tutorials.
  • Added undo and redo functionality to the submarine editor.
  • Added animations and lights to pump, fabricator, deconstructor and engines.
  • All explosions now inflict explosion damage instead or in addition to lacerations.
  • Nerfed the mudraptor slightly: the head and the tail armor should now break more easily; increased the cooldown of some attacks.
  • Mudraptor's armor now explodes when destroyed.
  • Added an unarmored variation of mudraptor.
  • Bonethresher's head is now vulnerable to gunshotwounds and lacerations.
  • Adjusted the appropriate jobs for bots.
  • Changed the automatic crew selection logic for orders.
  • Only show either electrical or mechanical repair order for the contextual selection, depending on which skills the item requires.
  • Previous order icons of the same type are no more created, no matter if the target was different than the current.
  • Tigerthreshers can now attack inner walls of the submarine. They still need help to get inside.
  • Changes to the Tigertherthresher's main collider that should improve the overall movement.
  • Option to make particle emitters modify the color of the particles.
  • Set a limit to how many bots you can hire in the campaign (currently 16).
  • Explosions caused by sodium, potassium, magnesium and lithium being exposed to water don't trigger additional explosions (e.g. oxygen tanks don't explode if they happen to be next to a sodium explosion).
  • Pumps and relays placed in the sub editor are on by default.
  • Added sounds for the nausea affliction.
  • Nausea now inflicts a minor stun and internal damage when the character throws up.
  • Monsters now stop fleeing after a while, if they are not being chased and can't perceive the target anymore.
  • Implement spread, speed, and rotation for the spawn item status effects.
  • Minor damage (less than 1 hp) doesn't spawn particles anymore.
  • Rebalanced upgrade parameters, allowing for more noticable benefits.
  • Allow closing the splash screens with esc.
  • Added more copper to chalcopyrite and bornite deconstruct recipe.
  • More calcium for aragonite, adjusted prices.
  • Made large monsters immune to paralyzant (mudraptor is the largest affected monster).
  • Use player name instead of server name for the server owner when hosting a server.
  • Don't draw turret range indicators in the sub editor when the turret isn't selected.
  • Adjusted Hammerhead's posture.
  • Minor adjustments to Mudraptor's animations.

Modding:

  • Added Scale and Offset to Light Sprite's parameters.
  • Fixed the Constant Torque parameter not working right.
  • Allow to enable/disable tail angles per limb. Previously the angle was only applied to the first limb of type Tail.
  • Added per limb multipliers for sine animations (fish tail movement).
  • Exposed the fleeing and avoiding times on the monster AI parameters.
  • The Light Sources on characters can now be defined with conditionals.
  • Added HealthMultiplier parameter that can be used in StatusEffects like SpeedMultiplier.

Character Editor:

  • Fixed a number of issues with the joint limit widgets. Also allowed to set a joint to rotate clockwise, which inverses the widget direction. Useful for heads or other limbs that extrude right from the main body.
  • The colliders of the hidden limbs are now hidden in the game view.
  • Changed the hotkey for toggling the parameter editor from "Tab" to "F1" and fix the inability to toggle the editor when a text field is selected.
  • Fixed load and save interfaces being broken on lower resolutions.

Sounds:

  • Added 2 new background music tracks
  • Added a new, separate sounds for opening and closing the alien doors
  • Added a new sound for medium-sized fires
  • Added new heartbeat sound for suffering from low oxygen
  • Added new sounds for the hull creaking
  • Added a new sound for a broken pump
  • Added a new sound for tinnitus after an explosion
  • Added a new sound for alien artifacts
  • Added a new sound for electrocution
  • Added a new sound for husk footsteps
  • Added new misc. UI sounds
  • Added a new variations for some existing sounds
  • Improved some existing sounds
  • Exposed GUI sound definitions in the sounds.xml file

AI improvements and fixes:

  • Added a new AI behavior and order: cleanup items.
  • Fixed severe performance hit when damaging outpost NPCs with a weapon that does continuous damage (for example a flamer).
  • Reworked the contextual "Wait" order: the order now targets a position instead of an entity.
  • Bots are now allowed to more things even they are not inside the player sub. For example they can be told to extinguish fires in the outpost or rescue crew members inside a wreck (when they are at the same place). WIP.
  • Bots now try to put oxygen tanks to oxygen tank containers, before the oxygen generator or supplycab.
  • Bots now re-equip hats, helmets, and other clothing that they have unequipped for being able to wear diving gear.
  • Bots now use the underwater scooter when they have one in the inventory.
  • Bots should now be slightly smarter when putting off fires.
  • Bots don't anymore retaliate if they are being shot while there is an enemy around. Fixes #3840.
  • Fixed a number of cases where bots would get stuck or fail to fix a leak.
  • Fixed bots with steering order targeting the shuttle nav terminal instead of the main nav terminal.
  • Fixed NPCs getting aggroed by certain drugs (e.g. anaparalyzant).
  • Fixed bots not prioritizing the wall mounts for containing the extinguishers.
  • Fixed monsters targeting inner doors when they shouldn't (#3891).
  • Fixed outpost guards attacking the player for defending themselves against the aggressors on the event "mediator".
  • Fixed NPCs not reacting when the player is attacked.
  • Fixed AI considering characters on the opposing combat mission team as friendly.

Misc fixes:

  • Fixed clients always getting the generic "could not connect" error message when connecting to a serve...
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v0.10.5.1

01 Oct 15:24
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v0.10.5.1

  • Fixed clients not receiving a message of their character dying if they die far away from the position they were last spectating, causing them to get stuck to a state where they appear alive but can't interact with anything.

v0.10.5.0

Changes and additions:

  • Added gardening: four different growable plants that produce specialed fruits which can be crafted into different items, or just thrown about and splattered on the hulls of the sub.
  • Added cleaning: decals are now persistent and water gradually dirties up the submarine's walls. The dirt and the decals can be cleaned with a special tool that can also be used to paint the walls.
  • New submarine, the heavy transportation ship R-29. Original design by "Rav2n".
  • Overhauled mudraptor: new sprites, more varied attacks and heavier armor.
  • Option to change the channel on the headset, making it possible to do things like secret communication on another channel or devices that react to commands sent on a specific channel.
  • Added a verification prompt when trying to handcuff yourself.
  • The inventory of handcuffed players isn't hidden completely, just locked (with a tooltip that explains why it's locked). Hiding the inventory was confusing to many new players, and it was easy to mistake it for a bug.
  • Added directional markers that show the locations of the interactable NPCs in outposts.
  • User's helm skill affects engine output.
  • The game is paused when the campaign map is open in the single player campaign.
  • The campaign map is automatically closed if the submarine gets too far from the end of the level while the map is open in multiplayer.
  • Clients are allowed to view the campaign map even if they don't have the permissions to select the destination or the mission.
  • The docking confirmation prompt is only shown when attempting to redock to the outpost you just left from.
  • Wrecks are now properly initialized when spawned with "spawnsub" console command.
  • Readjusted the attacks for the Husk and the Humanhusk.
  • Added the option to select the minimum number of players required on the server for traitors to become active to the server settings menu.
  • Log when clients modify the properties of an item (e.g. light colors, signal component settings).
  • Allow selling items as long as their condition is over 90%.
  • ID cards can be sold (as long as they're not in the player's own ID card slot).
  • Disallowed selling items in equipment slots.
  • Added cancel button to the "reconnecting to server" message box.
  • DockingPort, Turret and LightComponent toggle connections ignore 0 signals.
  • Traitor victims get a message saying they were killed by a traitor.
  • Stack chat message popups when the chatbox is hidden instead of just showing one at a time.
  • Switches now have lights that indicate whether they're on or off.
  • Added "fuel_out" output to reactors.
  • Added "set_light" connection to turrets.
  • Made stun gun darts craftable from any type of wire.
  • Outpost generator uses the first module type defined in the outpost config as the 1st module instead of forcing it to "airlock" (making it possible for modders to create outposts with another type of entrance module).
  • Mission rounds end automatically if there are more living players inside the outpost than outside it, even if the sub is not at the end of the level.
  • Made togglehud command usable in the sub editor for nicer screenshots.
  • Characters don't gain helm skill when the sub isn't moving. Prevents grinding the helm skill when the sub is docked or maintaining position.
  • Improved the way solid obstacles reduce explosion damage. Non-broken doors and walls nullify the damage almost completely.
  • Fabricator continues fabricating when transitioning to a new level while it's running.
  • Hid movement orders from the contextual command interface when there are orders of another type available.
  • Made improvements to store interface tooltips. They now include the item name and should be displayed more consistently.
  • Disabled automatic crew list sorting. The order now remains the same throughout the round.
  • Added a second previous order icon to the crew list.
  • Added character godmode, renamed mainsub godmode command to 'godmode_mainsub'.
  • Increased sub editor auto save slots from one to 8 by default.
  • Made logbooks sellable.
  • Equipping a weapon activates it's reload time (capped to a maximum of 1 second), preventing bypassing the reload times by swapping between multiple weapons.
  • Hide campaign NPC icon when the NPC is dead or incapacitated.
  • Bots now prioritize stunning melee weapons based on their damage if they run out of battery.
  • Made antidotes cheaper and easier to fabricate.
  • Location reputations are shown when overing the cursor over a location in the campaign map screen.

Modding improvements and fixes:

  • The order of all installed mods (not just the enabled ones) is now saved into the config file.
  • Workshop mods can now be downloaded and installed automatically before joining a modded server.
  • Disabled the Executable content type due to issues with cross-platform support.
  • Fixed Unsubscribe button sometimes failing to delete mod content.
  • Fixed a crash when attempting to modify the currently selected core package when other core packages aren't available.
  • Fixed a modding-related crash at startup.
  • Increased the "SeverLimbsProbability" cap (for items) from 1 to 10. The value is multiplied together with the joint setting "SeveranceProbabilityModifier", and limiting the value to 1 makes it impossible to boost the probability of some weapons/attacks.
  • Fixed negative rotation speeds not working on decorative sprites.
  • Fixed ItemPrefabs loading after AfflictionPrefabs.
  • Previous enabled mods are restored when leaving a server.
  • Added support for "periodic effects" (effects that execute every x seconds) to Afflictions. See the new "nausea" affliction for a usage example.

AI improvements:

  • Using the fire extinguisher when there is a fire is no longer considered stealing by the NPCs.
  • NPCs now spawn an oxygen tank if they can't find any. They don't spawn diving gear though.
  • NPC guards now spawn more handcuffs if they don't have any and are trying to arrest a target.
  • NPCs now spawn a welding fuel tank, if they can't find any. They don't spawn welding tools.
  • Some adjustments to the logic on when a diving gear is required and when it's not.
  • Bots now avoid idling in narrow hulls. Instead of taking the whole hull volume into account, they now give weight only for the width of the room.
  • Bots should now avoid idling in flooding hulls even when they have proper equipment.
  • Medics don't anymore try to rescue targets that are fixing leaks.
  • Medics now try to replace empty oxygen tanks for their targets before dragging them into safety. They should also take the suit off when it's not needed.
  • Security officers and those who are ordered to fight intruders now actively seek new weapons if they have a poor weapon or run out of ammo.
  • Bots don't try to move while grabbed by a friendly character.
  • Bots now detect and ignore leaks that other bots are targeting.
  • Bots don't anymore try to decontain diving suits when the path to the cabinets is flooding.
  • All crew members now try to keep the reactor running, unless the player orders someone to shut if down or turns it off manually.
  • Bots shouldn't anymore try to operate items that other bots are targeting (previously they used to walk next to the device and only then continue).
  • Removed the following autonomous objectives from medic and the security officer: fix leaks, repair systems, and pump water.
  • Bots should now give a high priority on items that they are currently repairing, no matter if the decision to repair that item was made by them or the player controlling the character.
  • Bots that operate/fix should now wait a few seconds before heading on their business (previously only in idle state). They are not allowed to wait in some circumstances, like when they are underwater or when there's a threat around.

Bugfixes:

  • Fixed items that are added outside hulls not getting saved in the sub editor.
  • Fixed "missing entity" errors in multiplayer if the respawn shuttle despawns after its walls have started leaking.
  • Fixed submarine upgrades, hired bots and purchased items disappearing if the round immediately after the purchases ends due to returning to the server lobby or the crew dying.
  • Fixed characters spawning with a 100% husk affliction on the next round if they've become huskified during a multiplayer campaign round.
  • Fixed dedicaters servers not setting a play style.
  • Fixed servers with no play style showing up as "Serious".
  • Fixed attachable items teleporting back to the player's inventory in multiplayer if they first equip it and then attach it immediately.
  • Fixed duplicate saves in the multiplayer campaign's "load save" tab when the server is running on the same machine as the client.
  • Fixed broken junction boxes carrying signals from other junction boxes.
  • Fixed bots disappearing from the campaign save when loading a save that was done in a level between 2 uninhabited locations.
  • Fixed mp campaign sometimes loading an outpost level with no outpost and forcing the player to the map view. Happened when a campaign save that had been done in a level between 2 natural formations was loaded, which would mess up the save and cause the bug when quitting and reloading the save.
  • Fixed submarine voting not working in the server lobby.
  • Fixed outpost events repeating more often than they should.
  • Fixed dedicated servers always being public.
  • Fixed right mouse button not behaving correctly in the campaign UI when using left-handed mode.
  • Made endpoint checks in the banlist more robust.
  • Certain audio errors no longer crash the game.
  • More Fabricator syncing fixes.
  • Fixed molochs bleeding when the...
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v0.10.4.0

01 Oct 15:24
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v0.9.10.0

16 Jun 14:27
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(6eeea9b7c) v0.9.10.0.0

v0.9.9.1

16 Jun 14:27
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(1968ab79f) v0.9.9.1

v0.9.9.0

16 Jun 14:26
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(f0d812055) v0.9.9.0

v0.9.8.0

16 Jun 14:26
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(7ee8dbc11) v0.9.8.0

v0.8.9.5

18 Mar 21:56
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