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潜渊症23/8/18更新日志&翻译(unstable V1.1.5.0-V1.1.8.0)

2023-08-20 22:17 作者:灰喜鹊ir  | 我要投稿

写在前面

        差不多fakefish他们放假完了,不过他们假期中也发了一些测试版本,然后这版本后面的括号内容是越来越多了233。翻译倒是积压到一起翻译的,从时间上来讲,7/22发的V1.1.5.0、7/28——V1.1.6.0、8\14——V1.1.7.0 以及标题所属的8/18 V1.1.8.0 总的来说这几个版本没有几个太新的东西,更多的还是对一些细节和体验上的改动。

  目前到测试版本差9个版本(V1.1.0.0-V1.1.8.0) 前面的版本有做翻译

V1.1.0.0->V1.1.3.0

V1.1.4.0

专栏英文文本来自游戏根目录文件“changelog.txt",游戏版本为"unstable-Public unstable version",限于游戏理解和英语水平,如有译错,还请指正。

v1.1.5.0 (very unstable unstable, vacation edition part II)

V1.1.5.0(非常不稳定、不可靠的第二个假期版本)

Unstable only--仅测试版:

- Fixed cheaper nuclear shell and depth charge variants being listed as separate items in menus.

#修复了更便宜(制造材料方面)的核弹和深潜诱饵变中也被列在了分立主义物品清单上的问题。

- Fixed periscope output being editable in-game.

#修复了潜望镜的输出能在游戏里修改的问题。

 

Changes-改动:

- Characters reach out to the the cabinet/device they're interacting with. Makes it easier to see e.g. which of the characters standing next to the reactor is messing with it, or who's taking stuff from a cabinet.

#角色会将手伸向他们正在交互的容器/设备。 这改善例如哪个站在反应堆旁的角色在捣乱,或者是谁在从容器里取东西。

- Experimental changes to explosion particle effects.

#对爆炸粒子效果的进行了实验性改动。

Fixes--修复:


- Fixed "hidden in game" entities + propeller's damage area indicator being visible in images generated with "wikiimage_sub".

#修正了“在游戏中隐藏”的实体+引擎的伤害区域指示器在使用“wikiimage_sub”生成的图像中可见的错误。

- Fixed gaps that aren't linked to anything (e.g. gaps fully inside a hull) counting as hull breaches on the status monitor.

#修复了不链接到任何东西的间隙(例如完全在船体内部的间隙)在状态监视器上计为船体破损的错误。

- Fixed contained items in a held item (e.g. flashlight in a rifle, harpoons in a harpoon gun) rotating "choppily".

#修复了正手持的物品中所包含的物品(例如步枪中的手电筒,鱼叉枪中的鱼叉)会“波涛汹涌地”旋转的问题。

- Yet another attempt to fix the occasional mystery tilted items in containers (e.g. diving suits being slightly rotated when placed in a container).

#再次另一种尝试,以修复偶尔会在容器中奇怪地倾斜的物品的问题(例如。潜水服在放置在容器中时会略微旋转)。

- Fixed particle "z-fighting" (flickering in front of each other). Was particularly noticeable with alpha-blended particles like smoke.

#修正粒子“z轴冲突”错误(在彼此之前闪烁)。 特别是比如烟雾这样的α混合粒子。

Networking\网络:

- Fixed certain kinds of network messages being sent using an unreliable delivery method (potentially causing occasional issues with file transfers and traitor messages).

#修复了会使用不可靠的传递方法发送的某些类型的网络消息的问题(可能导致文件传输和叛徒消息偶尔出现问题)。


Modding\模组制作:


- Fixed crashing if a bot tries to repair with a repair tool doesn't need any kind of fuel.

#修正了如果AI试图用不需要任何燃料的修复工具修复时崩溃的问题。

- Fixed outpost generator being too eager to use modules meant for a different type of outpost (e.g. abandoned outpost modules in normal outposts) if it can't fit the correct kind of module in the current outpost layout. Now the generator instead tries to change the layout to accommodate for the correct kind of module.

#修正了哨站生成器在无法在当前站点图层中找到合适种类舱段时过于渴望使用不同类型哨站的模块的问题(例如:正常站点中的废弃站点舱段)。 现在,生成器改为会尝试更改布局,以适配正确类型的模块。

- Fixed MatchOnEmpty and RequireEmpty requiring the whole inventory to be empty even if targeting a specific slot.

#修正了MatchOnEmpty和RequireEmpty要求整个物品栏为空,即使目标是特定的一个插槽的问题。

- Fixed contained items in contained items being positioned incorrectly when the "middle" container has been flipped from right to left (e.g. railgun shell whose tip is a separate contained item).

#修复了当“中间”容器从右向左翻转时,有格子的物品中的有格子物品的位置不正确的问题(例如其装药是单独容纳的物品的轨道炮炮弹)。



v1.1.6.0 (very unstable unstable, regalis is away edition)

v1.1.6.0(非常不稳定、不可靠、主开发不在家的版本


Unstable only\仅测试版:

- Fixed stacks dropped by another player sometimes going crazy in multiplayer.

#修复了多人游戏中其他玩家掉落的堆叠物品行为异常的问题。(此句极可能译错)

- Fixed alphabetical sorting leaving empty slots in between the items if slot restrictions prevent the items from being placed consecutively.

#-修复了按字母顺序排序时,如果物品存储限制了物品的连续放置,则会在按首字母表排序时留下空格子的问题。

 

Misc changes and additions\微小的增加与修改:

- Added "TargetItemComponent" property to statuseffects. Can be used to restrict which components of an item the effect targets.

#在状态效果中添加了“TargetItemComponent”属性。 可用于限制物品的哪个组件对目标生效。

- Characters now "grab" cabinets when interacting with one.

#角色现在在与容器互动时会"抓住"它。

- Removed the organ damage from a successful attempt at applying liquid oxygenite. A failed attempt will still apply the damage.

#移除了成功使用(高医疗水平)液态氧矿时造成的内脏损伤。 失败使用时仍然会造成内脏损伤

译者注:测试后似乎没有移除

- Revisited the effects of liquid oxygenite and the oxygen related effects of deusizine to keep them balanced. Reduced the required skill for applying liquid oxygenite to compensate the failure effects.

#重新考虑了液态氧矿和神效剂的与氧相关效果,以保持它们的平衡。 降低了使用液态氧矿的使用技能水平需求以补偿削弱的效果。

- Reduced Mudraptor's priority of eating dead bodies with the intention of making it not as easy to distract them killing one in a pack.

#-降低了泥偶迅猛龙吃尸体的优先级,目的是使得不再能轻易杀死集群中的一个就能分散他们的注意力

- Improved the monster nest mission progression by introducing harder variants of all the missions. Adjusted the existing nest missions a bit.

#改进了怪物巢穴的任务演变,为所有(巢穴)任务引入更难的变种。同调整了一下现有的巢穴任务。 调整了一下现有的巢穴任务。

- Buffed the ancient weapon: increase the burn damage from 40 to 50, make them ignore 50% of armor protection, allow them to cut off limbs and break (some) armor. Add stun for stopping power.

#加强远古兵器:将灼烧伤害从40提高到50,并使烧伤无视50%的护甲抗性,允许切断肢体并破坏(部分)护甲。 增加了击晕以增强留人能力。

       译者注:秒杀迅猛龙(断头)的办法增加了。

- Defined AI combat priority for alien pistol.

#增加了使用异星手枪的优先级

- Adjusted the combat priorities of flamer and steam prototype gun.

#调整了喷火器和蒸汽原型炮的作战优先级。(很可能译错)

- Defined fire damage (on ballast flora) and AI combat priority for the ancient weapon.

#定义了火焰伤害(对丘脑使用)和远古兵器的AI战斗优先级。

- Set the treatmentthreshold for oxygen loss to 100, so that the bots won't try to treat patients so eagerly. Now they should react only slightly before the target faints. Note that this also affects when the suitable treatments are shown in the health interface.

#将缺氧的治疗阈值降低到100,这样AI就不会再那么急切地治疗病人。 现在他们应该只会在目标失去意识前做出轻微的反应。 值得注意的是,这也会影响健康界面中显示建议治疗选项的时间。

 

Fixes/修复:

- Fixed 40mm acid grenades sometimes appearing to explode in the grenade launcher client-side.

#修正了40毫米酸榴弹对于客户端有时会在榴弹发射器爆炸的问题。

- Fixed nuclear reactor's explosion effects sometimes not being visible client-side.

- 修正了核反应堆爆炸效果有时在客户端不可见的问题。

- Fixed inheriting ragdoll texture not working correctly if you have monster A which is a variant of monster B, and monster B is overridden by a mod (e.g. large crawler when the base crawler is overridden by a mod).

#修复了如果怪物A是怪物B的变体,并且怪物B被mod覆盖时,生物贴图未能正确继承的问题(例如,基础类型的藻爬被mod覆盖后的大藻爬)

- Fixed holdable item's sprite origin not getting mirrored on the x-axis. There was a previous attempt at fixing this, but it didn't work correctly: it adjusted the position where the item is held, in a way that made the sprite appear at the correct position. The sprite origin shouldn't affect the position of the item's body though, just where the sprite is drawn relative to the body. The previous fix also didn't take flipping into account, causing the body to be "the wrong way around" when facing left.

#修复了可持有物品的贴图原点(sprie origin)没有得到镜像x轴翻转的问题。 以前曾尝试修复此问题,但未成功:即通过调整物品被把持的位置,以使得贴图在正确的位置。 贴图原点不应该影响物品主体的位置,只应影响贴图相对于主体的绘制位置。 之前的修复也没有考虑翻转,导致身体在面向左侧时"绕错了方向"。

- Thalamus: spawn the initial cells when the AI is loaded (at the round start) instead of doing that when the player is close by. Gets rid of the notable lag spike when approaching a Thalamus infested wreck.

#丘脑:将在AI加载时(回合开始时)生成初始细胞,而不是在玩家靠近时这样做。 摆脱了接近一个丘脑船时出现明显的突增延迟。

- Turn the reactor auto temp on at round end, if the reactor is actively managed by a bot. Fixes reactor sometimes generating too much power at the beginning of the rounds. Only happens later in the game when the bot operating the reactor is skilled enough to manually manage the reactor.

#如果反应器由AI主动管理,则会在巡回结束时打开反应器自动温度控制。 修正反应堆有时在回合开始时产生太大功率的问题。 只有在游戏后期,当操作反应堆的AI足够熟练地手动管理反应堆时才会发生。

- Fixed thalamus being allowed to load the cheap nuclear shells (talent item) when it loads the railgun.

#修正了丘脑在装载轨道炮的时候可以装载廉价的核弹(天赋物品)的问题。

- Fixed StatusEffects that target the parent (= the container an item is inside) not being able to access the properties of the container's components, just the properties of the Item class.

#修复了针对父级(=物品所在的容器)的StatusEffects无法访问容器组件的属性,只能访问Item类的属性的问题。

- Optimized the Load Game menu in both singleplayer and multiplayer, dramatically reducing the time the game freezes when opening it.

#优化了单人和多人模式下的“加载游戏”菜单,大大减少了打开游戏时游戏冻结的时间。

- Fixed a rounding error making some hairs/attachments in mods impossible to select.

#修正了一个导致使一些发型/装饰物在mods无法选择巡回的错误。

- Fixed some properties of wearable InheritLimbDepth, InheritScale, InheritSourceRect, InheritOrigin being forced to true, and ObscureOtherWearables being forced to None on all wearable sprites except items regardless of what's set in XML.

#修复了无论xml文件怎么写,可穿戴物品的某些属性如InheritLimbDepth(继承肢体贴图深度)、InheritScale(继承肢体大小)、InheritSourceRect(继承肢体源矩形)、InheritOrigin(继承原点)被强制为true(开启),以及ObscureOtherWearables(遮盖其他可穿戴物品)属性在除物品类外的所有可穿戴式的sprites(精灵)上被强制为None(关闭)的问题。

- Fixed repair tools hitting severed (or hidden) limbs, which sometimes caused the target to not take damage.

#修正了修理工具击中被切断的(或隐藏的)肢体,有时会导致目标不受伤害的问题。

- Fixed ancient weapons not being able to cut minerals.

#修复了远古兵器不能切矿的问题。

v1.1.7.0 (very unstable unstable, we're all back edition)

V1.1.7.0(仍然非常不稳定不可靠,但我们收假了的版本)

Unstable only/仅测试版:

- Fixed a traitor mission: "the harbringer of honks" was impossible to complete and didn't work as intended.

#修正了一个叛徒任务:“喇叭的使者”是不可能完成的,也没有按预期的那样工作的问题。

- Fixed item condition changes (anything deteriorating/depleting) creating enormous amounts of network events, eventually leading to disconnects.

#修复物品状态变化(任何恶化/消耗)会创建大量网络事件,最终导致断开连接的问题。

- Fixed "output" of beds and chairs being editable.

#修复了床和椅子的“输出”可编辑的问题。

 

Fixes\修复:

- Fixed submarine preview highlighting hulls that have the same name even if they're not linked or near each other.

#修正了潜艇预览突出高亮显示具有相同名称的hull,即使它们没有链接或彼此靠近。

- Fixed rope pull force originating from the item's origin instead of the barrel.

#修正了鱼叉线的拉力来源于物品的“原点”而不是枪管处的问题。

- Improved how electrical discharge coils determine which walls are outer walls: use the actual position of the structure's body, and check if there's hulls at either side of it.

#改进了放电线圈如何确定哪些墙是外墙的方法:使用结构体的实际位置,并检查其两侧是否有hull。

- Fixed submarine wall "shell a combo 1 1" being incorrectly configured as a horizontal wall. Caused EDC to behave strangely on these walls.

#修正了潜艇壳“外壳A 组合1 1”被错误地配置为水平墙。 曾导致电磁线圈在在这些墙体上表现异常

- Fixed monsters sometimes spawning within player's sight in wrecks (or ruins).

#修正了怪物有时会在玩家的视线范围内在沉船(或遗迹)中生成的问题。

- Monsters now ignore provocative items in the inventories of characters they're configured to ignore (with the targeting state "Idle"). Fixes husks attacking characters that are wearing cultist robes with a diving suit.

#怪物现在会忽略角色物品栏中的被设置为忽略的挑衅性物品(目标状态为“空闲”)。 修复了画皮会攻击穿着潜水服的同时也穿狂热者长袍的角色的问题。

- Fixed corpses carried to the sub from a wreck just disappearing at the end of the round along with the items in their inventory.

#修复了从沉船带回来的尸体会在巡回结束后随着物品栏的物品一起消失的问题。

- Fixed infinite loop in Character.CanInteractWith if the target item is in a container it's linked to, and has been configured to be displayed side-by-side. For example, if you place a cabinet linked to a fabricator inside the fabricator.

#修复了当目标物体处于在它所链接到的容器中,并且已配置为同时显示时,会导致Character.CanInteractWith无限循环的问题。 例如,当您将链接至加工台的容器放置在加工台内时。

- Fixed minerals on the floor starting to float after saving and loading. Might affect other attachable items too.

#修复了地板上的矿物在保存和加载后开始浮动的问题。 这可能也也有影响了其他可放置物品

- Fixed incorrect type of airlock module being sometimes used in levels between outposts (e.g. a colony airlock module even though the outpost is a normal one).

#修正了有时候会在两哨站之间的巡回中使用的不正确的气闸舱类型(例如即使是一个普通的的前哨站也用了城市的对接舱段)。

- Fixed linked shuttles getting disconnected from ruins and beacon stations when moving them into place.

#修正了进入遗迹和信标站区域会导致链接的无人机失去联接的问题。

- Fixed shuttles attached to ruins, beacon stations and outposts having default crush depth. Now it's forced to at least the depth at the bottom of the level + 1000 m.

#修正了与遗迹、信标站、前哨站链接的穿梭艇压碎深度只有默认值的问题。 现在它的压碎深度至少为关卡最深处深度+1000m

 

Multiplayer\多人游戏:

- Fixed characters keeping all the injuries they've received while being "braindead" (killed due to disconnecting), meaning if you for example hack the character to pieces while braindead, and the character respawns next round, they'll spawn dead.

#修复了角色在"脑死亡"(由于断开连接而死亡)时会保留所有受伤的问题,这意味着如果你在脑死亡时将角色砍成碎片,而角色在下一轮复活,他们将直接出生就死亡。

- If a client joins when their character is "braindead" (killed due to disconnection), the character is now revived and the client immediately regains control of it. But only if the character's vitality is above 0 - if they have received other lethal injuries or despawned, they'll have to wait for a "normal" respawn.

#如果一个玩家加入时,他们的角色是“braindead”(由于断开连接而死亡),该角色现在会复活,玩家能立即重新控制角色。但这只有当角色的生命力高于0时才能发生-如果角色受到其他致命伤害或被移除了游戏,他们将不得不等待角色“正常”重生。

- Fixed icon in server details panel in the server list saying that every server is modded.

#修复了服务器列表中的服务器详细信息图标将每一个服务器都显示为是带mod的问题。

- Fixed clients spawning as characters even if they've opted to spectate if the game mode is switched from campaign to some other mode and back.

#修复了,即使玩家已经选择观看但当游戏模式是从战役模式切换到一些其他模式和切回来时仍然会生成角色的问题。

 

Changes\改动:

- First version of circuit boxes. Potentially very unstable!

#(推出了)电路盒的第一个版本。 可能非常不稳定!

电路盒(ciruit box)在游戏中的截图

       译者注:是一个有16引脚(8入8出),可以在其中放置、连线(鼠标左键从各个接口直接拖)基本所有组件的一个集成化的组件。

- Characters can now "grab" cabinets when interacting with one. Or rather, any selected item that has an ItemContainer component.

#角色现在可以在与容器互动时“抓住”它。 或者更确切地说,是选中任何具有ItemContainer组件的物品时。

- Added broken state sprites for Thalamus' fleshspike and fleshgun. Adjusted the fleshgun particle effect.

#为丘脑的肉刺和血肉枪增加了破碎状态贴图。 调整了血肉枪粒子效果

- Made characters only flip from one side of a ladder to another when aiming. Makes it easier to interact with things next to the ladder, when the character doesn't automatically flip to the "wrong side" when you try to highlight something.

#使角色仅在瞄准时才梯子的一侧翻转到另一侧。 当您尝试(用鼠标)高亮显示某个对象时,角色不会自动翻转到"错误的一侧",从而更容易与梯子旁边的对象进行交互。

- Autopilot now avoid also the floating ice chunks using the same logic it uses to avoid ice spires.

#自动驾驶现在将能通过使用和避免冰尖岩相同的逻辑来避免浮冰。

 

Modding\模组制作:

- Fabricators can now be made equippable without crashing the game.

#加工台可以变得可装备并且不会崩游戏了。

- Fixed non-hitscan projectiles launched by statuseffects not being visible inside the sub.

#修复了由statuseffects(状态效果)触发但没有击中扫描的弹体在潜艇中不可见的问题。

v1.1.8.0 (very unstable unstable, a bit more stable circuit boxes edition)

V1.1.8.0(还是非常不稳定不可靠,但电路盒稍微稳定了一点的版本)



Unstable only\仅测试版:

- Fixed "loading submarine failed" console error when starting an MP campaign.

#修正了启动多人游戏战役时出现的“loading submarine failed”的控制台错误。

- Fixed inability to spawn projectiles inside a sub via StatusEffects (e.g. spikes from spineling genes).

#修正了无法通过StatusEffects(状态效果)在潜艇内部产生投射物的问题(例如:棘刺基因的棘刺)。

 

Changes:

改动

- Added lights that indicate the ammo status to turret loaders.

#为装弹器增加了弹药余量指示灯

一个少余100%但>80%的弹药箱显示


    译者注:20%量一个灯,从右到左分别6个灯代表:100% 、80%、60%、40%、20%、0%(大于等于则对应灯亮)

- Added some animations to turret loaders.

#为炮台装弹器增加了一些动画

- Captain's pipe and cigar are used by holding RMB (not LMB+RMB) to make their usage consistent with other "consumables".

#烟管和雪茄只用按住右键(而不是右键加左键)即可使用,以保持消耗物品用法的一致性。

- Linked fabricators to the cabinets next to them in all vanilla subs.

#所有官船的加工台和柜子都有连接了。

- Various fixes and improvements to Orca.

#对Orca(逆戟鲸)进行了多项修复与改进。

 

AI:

- Fixed searchlights not attracting monsters.

#修复了探照灯不会引怪的问题。

- Fixed bots "cleaning up" (or stealing) batteries from portable pumps.

#修复了AI会“清理”(或者偷窃)便携水泵中的电池问题

- Fixed bots never cleaning up detached wires.

#修复了AI无法整理被分离的线的问题

- Fixed bots sometimes ignoring the leaks right next to doors/hatches.

#修复了AI有时会无视舱口和门旁的泄漏的问题。

- Fixed bots cleaning up items that are being eaten by a pet.

#修复了AI会清理掉宠物吃的物品的问题。

 

Alien artifacts\异星遗物:

- Made Faraday Artifact's EMP effect a little stronger, and added a discharge coil effect out of water.

#稍微增强了法拉第遗物的EMP效果,同时增加了水外放电线圈的效果。

遗物放电线圈效果

- Thermal Artifact now emits steam in water that burns and damages walls.

#发热遗物物现在会在水中产生造成烧伤和结构伤的蒸汽

       译者注:目前测试版中似乎是周期性产生

- Nasonov Artifact now also disrupts the sonar. Added particle effects.

#奈式遗物现在也将扰乱声纳,增加了粒子特效

- Psychosis Artifact now generates watcher's gaze periodically, causing psychosis/nausea and strengthening nearby monsters.

#疯子遗物将周期性的产生独眼哨兵的凝视效果,导致精神病、恶心并增强附近的怪物

- Sky Artifact now drains water on top of draining oxygen, making them a little more tricky to deal with.

#天空遗物现在除了消耗氧气还将消耗水,使得他们更难处理了

当你把遗物放在出舱口并打开舱门,这可比水泵厉害多.jpg


              译者注:不,更好用了,评价是比水泵好用233

- Doubled the price of all artifacts.

#翻倍了遗物的价格

 

Fixes\修复:

- Fixed an issue in the "toy hammer" task given by the Jestmaster. The event would never complete, and instead just endlessly increase your reputation when hitting the monster with the hammer.

#修复了恶作剧大师发布的“玩具锤子”任务中的一个问题。即事件永远无法完成,反倒能一直通过用玩具锤子打怪物增加声望。

- Fixed occasional "no suitable return target found" console errors when leaving a location.

#修复了在离开地点式偶尔会由"no suitable return target found"控制台错误的问题

- Fixed explosive slugs exploding in the barrel when shot into the void in the sub editor'd test mode.

#修复了潜艇编辑器的测试中,向空洞处射爆炸弹会炸膛的问题。

- Fixed attaching items in-game not aligning them with the grid the same way as in the sub editor (offsetting them by half the size of the grid).

#修复了游戏中可放置物品没有以潜艇编辑器中的方式吸附到网格的问题(偏移了半格)

- Fixed event trigger icon (the yellow exclamation mark) hiding the conversation icon when an event targets the outpost manager.

#修复了当事件对象是哨站管理员时事件触发图标(黄色感叹号图标)能遮盖对话图标的问题

- Fixed husks sometimes moving at an unintendedly slow speed on land, making the walking animation look strange (sort of sliding while barely moving their feet)

#修复了画皮有时会以难以察觉的缓慢速度在地上移动,导致行走动画看着有点怪的问题(有种没动腿但是在滑行的感觉)

- Fixed text display's light turning off when copying one in the sub editor.

#修复了潜艇编辑器汇总文字显示器的灯光(light属性)会在复制时被关闭的问题。

- Fixed 40mm grenades not exploding in nuclear shells.

#修复了40mm榴弹不会在核能深水炸弹中爆炸的问题。

- Fixed bringing the cursor over the inventory interrupting using tools and weapons.

#修复了将鼠标移到物品栏伤会打断武器和工具的使用的问题。

- Minerals can't be grabbed before they've been deattached with a plasma cutter (it was confusing to be able to grab the item and have the "detaching" progress bar appear, despite it doing nothing).

#矿物在被等离子切割机切割前不再能被抓住了(过去你能抓着它显示“分离中”但实际不会分立)

- Fixed sonar not displaying markers for other subs in the sub editor test mode.

#修复了在潜艇编辑器的测试模式中,声纳不会显示其他潜艇的标记的问题。

- Fixed fabricator UI not refreshing the skill/time requirements when selecting a linked cabinet instead of the fabricator itself.

#修复了当通过连接的容器打开而非直接打开加工台的UI界面时,技能水平需求和制作时间不会刷新的问题。

- Fixed fabricator not being able to pull materials from the user's inventory if the user selected a linked cabinet instead of the fabricator itself.

#修复了当从连接的容器打开加工台时,其无法活去玩家身上的物品的问题。

 

Modding\模组制作:

- Fixed crashing when the particle a particle emitter is configured to emit can't be found.

#修复了当一个粒子发射器(particle emitter)发射的粒子无法被找到时所导致的崩溃问题。

- Fixed bots trying to sit in chairs someone is carrying (not possible in the vanilla game).

#修复了AI会尝试坐在某个人拿着的椅子上的问题(这在原版是不会有的)

- Fixed crashing if a mod contains a wearable that alphaclips other wearables (e.g. diving helmet) and its texture can't be found.

#修复了当一个模组包含了一个裁剪其他装备的装备(比如,潜水头盔)同时其贴图无法被找到是导致的崩溃问题。


感谢看完

潜渊症23/8/18更新日志&翻译(unstable V1.1.5.0-V1.1.8.0)的评论 (共 条)

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