![]() The job gear variants are not just visually different versions of the same item, but completely separate items. Skill gain values are now moddable (see Content/SkillSettings.xml). Merged Selkie and Bunyip into a new, improved shuttle (just called Selkie now). Improved the performance of human AI (bots). Fixed serious performance issues when creatures are on the borders of the sub (some issues still remain). Preload necessary monster assets at the start of the round to prevent lag spikes when a monster spawns. Prevents performance issues when lots of bodies start to accumulate in the submarine. The despawning character's items are placed in a duffel bag and dropped near the body. Dead bodies despawn after a few minutes (or when the character respawns in multiplayer). More aggressive character culling (characters stop being rendered as soon as they exit the camera view). Items that don't currently have any components active are not updated, which significantly improves the performance especially in large subs with lots of items. Most importantly, the physics are now multithreaded, making the game perform much better when there are large numbers of characters active. The filter in the sub editor only searches from the currently selected category. Pressing the up arrow brings up previously sent chat messages, making it easier to resend them. Show mic input level also when Push-to-Talk mode is selected to make it easier to adjust the level without having to switch the mode to Voice Activity. Made docking indicators more visible on the sonar. Added a "Decorative" category to the submarine editor. Added filtering to sprite and particle editors. Hide inventory when operating a turret. Hide cursor when aiming with a turret or a ranged weapon. Right-clicking in the sub editor opens a context menu that can be used to remove, cut, copy and paste entities (making it possible to remove them when using a keyboard that doesn't have a delete key). In-game message boxes (mission/traitor notifications) close automatically after 15 seconds if not interacted with. Contents of toolboxes and crates are shown in the tooltip when hovering the cursor over the slot. ![]() Subinventories (= inventories inside items, toolboxes for example) open/close faster and cannot be interacted with until fully open. Instead, clicking on them opens the inventory of the container, the same way when interacting with e.g. Diving suits and fire extinguishers are not automatically picked up from the lockers/brackets when clicking on them to make it less likely to accidentally pick them up. Show a warning if trying to start a campaign for the first time without playing the tutorials. Makes it less likely for doors to be opened/closed accidentally when multiple people are trying to use them at the same time. 1 second cooldown before doors can be opened/closed after someone else has opened/closed them. Lock the on/off switch in the pump interface when the state is controlled by signals, same with the engine slider. ![]() Fabricators can pull ingredients directly from the user's inventory without having to place them in the fabricator's input slots. Periscopes can be deselected by pressing esc. Double clicking on an item moves it to the equipped inventory (e.g. Cursor changes according to what it's hovered on (hand icon when on a button, caret icon when on a textbox, etc). Graphical and functional overhaul of all user interfaces. BAROTRAUMA RESPAWN SHUTTLE UPDATEFor a quick summary of what you're going to find in it, check this earlier news post (above post), and see the full changelog below.īecause of the networking changes in the update, servers on the old version of Barotrauma will be incompatible with clients on the new version and vice versa, so server hosts, please be sure to update your servers. Silky Smooth: The Quality of Life Update is here. ![]()
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