Barotrauma
Blueprints
Mostrando 51-60 de 80 aportaciones
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Actualización: 27 AGO 2024 a las 13:31
por Max

Small change so that historical versions of blueprints will work with newer versions of the mod.

Actualización: 26 AGO 2024 a las 9:28
por Max

Improvements to the popup warning about csharp not being enabled.

Actualización: 25 AGO 2024 a las 20:57
por Max

Added warning popup screen if you do not have csharp scripting enabled.

Actualización: 23 AGO 2024 a las 17:05
por Max

This update is a refactor to the way things are saved. Theoretically this code no longer needs to be updated when new components are added. There should be no change from the users perspective. The only exception is if they add components that use an enum. Currently the only such component is the oscillator, which I wrote a special rule for.

Actualización: 22 AGO 2024 a las 8:21
por Max

Refactor to the way component values are loaded. You shouldn't notice any difference as a user. This is a less brittle way to handle loading. It is less likely to break in the future, and will also make adding new components easier.

Actualización: 12 AGO 2024 a las 9:12
por Max

Added bp need command. bp list now prints out number of components.

Actualización: 12 AGO 2024 a las 8:10
por Max

Fixed a bug causing errors on loading nil values.

Actualización: 11 AGO 2024 a las 16:26
por Max

Fix for singleplayer where the mod broke due to being paused from the console window. Now it waits until the console is closed before loading.

Actualización: 11 AGO 2024 a las 8:31
por Max

Slight bugfix to label enter parsing.

Actualización: 11 AGO 2024 a las 8:01
por Max

Fixed a bug with "enter" used in labels.