Merge branch 'master' into new-netcode

Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Items/Components/DockingPort.cs
	Subsurface/Source/Items/Components/Signal/Wire.cs
	Subsurface/Source/Items/Item.cs
This commit is contained in:
Regalis
2016-12-29 22:18:27 +02:00
134 changed files with 1799 additions and 683 deletions
@@ -173,12 +173,10 @@ namespace Barotrauma
levitatingCollider = false;
UpdateClimbing();
break;
case Animation.UsingConstruction:
UpdateStanding();
break;
case Animation.CPR:
UpdateCPR(deltaTime);
break;
case Animation.UsingConstruction:
default:
if (character.SelectedCharacter != null) DragCharacter(character.SelectedCharacter);
@@ -260,9 +258,9 @@ namespace Barotrauma
float slowdownAmount = 0.0f;
if (currentHull != null)
{
//full slowdown (1.0f) when water is up to the torso
//full slowdown (1.5f) when water is up to the torso
surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / torsoPosition, 0.0f, 1.0f);
slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / torsoPosition, 0.0f, 1.0f) * 1.5f;
}
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
@@ -272,7 +270,7 @@ namespace Barotrauma
float walkPosX = (float)Math.Cos(walkPos);
float walkPosY = (float)Math.Sin(walkPos);
float runningModifier = (float)Math.Max(Math.Min(Math.Abs(TargetMovement.X), 3.0f) / 1.5f, 1.0);
Vector2 stepSize = new Vector2(
this.stepSize.X * walkPosX * runningModifier,
this.stepSize.Y * walkPosY * runningModifier * runningModifier);
@@ -567,7 +565,7 @@ namespace Barotrauma
rotation = MathHelper.ToDegrees(rotation);
if (rotation < 0.0f) rotation += 360;
if (!character.IsRemotePlayer && !aiming)
if (!character.IsRemotePlayer && !aiming && Anim != Animation.UsingConstruction)
{
if (rotation > 20 && rotation < 170)
TargetDir = Direction.Left;
@@ -751,9 +749,9 @@ namespace Barotrauma
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
}
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y + 0.7f - colliderHeightFromFloor), 10.5f);
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y + 0.5f - colliderHeightFromFloor), 10.5f);
MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, Collider.SimPosition.Y + 0.4f - colliderHeightFromFloor), 10.5f);
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y + 0.9f - colliderHeightFromFloor), 10.5f);
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y + 0.7f - colliderHeightFromFloor), 10.5f);
MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, Collider.SimPosition.Y + 0.6f - colliderHeightFromFloor), 10.5f);
Collider.MoveToPos(new Vector2(ladderSimPos.X - 0.2f * Dir, Collider.SimPosition.Y), 10.5f);
@@ -761,9 +759,9 @@ namespace Barotrauma
Vector2 handPos = new Vector2(
ladderSimPos.X,
Collider.SimPosition.Y + 0.6f + movement.Y * 0.1f - ladderSimPos.Y);
Collider.SimPosition.Y + 0.8f + movement.Y * 0.1f - ladderSimPos.Y);
handPos.Y = Math.Min(-0.5f, handPos.Y) - colliderHeightFromFloor;
handPos.Y = Math.Min(-0.2f, handPos.Y) - colliderHeightFromFloor;
MoveLimb(leftHand,
new Vector2(handPos.X,
@@ -780,7 +778,7 @@ namespace Barotrauma
Vector2 footPos = new Vector2(
handPos.X - Dir * 0.05f,
Collider.SimPosition.Y + 0.7f - colliderHeightFromFloor - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
Collider.SimPosition.Y + 0.9f - colliderHeightFromFloor - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
//if (movement.Y < 0) footPos.Y += 0.05f;