(e2c9d8c61) disabled horizontal rescaling of fin "Tail Fin D2 p2" to fix lighting weirdness.
This commit is contained in:
@@ -108,6 +108,61 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//unconscious/dead characters can't correct their position using AnimController movement
|
||||||
|
// -> we need to correct it manually
|
||||||
|
if (!character.AllowInput)
|
||||||
|
{
|
||||||
|
float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
|
||||||
|
float mainLimbErrorTolerance = 0.1f;
|
||||||
|
//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
|
||||||
|
//don't attempt to correct the position.
|
||||||
|
if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
|
||||||
|
{
|
||||||
|
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
|
||||||
|
MainLimb.PullJointEnabled = true;
|
||||||
|
}
|
||||||
|
character.SelectedConstruction = character.MemState[0].SelectedItem;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (character.MemState[0].Animation == AnimController.Animation.CPR)
|
||||||
|
{
|
||||||
|
character.AnimController.Anim = AnimController.Animation.CPR;
|
||||||
|
}
|
||||||
|
else if (character.AnimController.Anim == AnimController.Animation.CPR)
|
||||||
|
{
|
||||||
|
character.AnimController.Anim = AnimController.Animation.None;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 newVelocity = Collider.LinearVelocity;
|
||||||
|
Vector2 newPosition = Collider.SimPosition;
|
||||||
|
float newRotation = Collider.Rotation;
|
||||||
|
float newAngularVelocity = Collider.AngularVelocity;
|
||||||
|
Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
|
||||||
|
|
||||||
|
newVelocity = newVelocity.ClampLength(100.0f);
|
||||||
|
if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
|
||||||
|
overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
|
||||||
|
|
||||||
|
Collider.LinearVelocity = newVelocity;
|
||||||
|
Collider.AngularVelocity = newAngularVelocity;
|
||||||
|
|
||||||
|
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
|
||||||
|
float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
|
||||||
|
if (distSqrd > errorTolerance)
|
||||||
|
{
|
||||||
|
if (distSqrd > 10.0f || !character.AllowInput)
|
||||||
|
{
|
||||||
|
Collider.TargetRotation = newRotation;
|
||||||
|
SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Collider.TargetRotation = newRotation;
|
||||||
|
Collider.TargetPosition = newPosition;
|
||||||
|
Collider.MoveToTargetPosition(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//unconscious/dead characters can't correct their position using AnimController movement
|
//unconscious/dead characters can't correct their position using AnimController movement
|
||||||
// -> we need to correct it manually
|
// -> we need to correct it manually
|
||||||
if (!character.AllowInput)
|
if (!character.AllowInput)
|
||||||
@@ -151,32 +206,34 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
character.MemLocalState.Clear();
|
||||||
if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
|
|
||||||
character.MemState.Clear();
|
|
||||||
}
|
}
|
||||||
}
|
else
|
||||||
|
|
||||||
partial void ImpactProjSpecific(float impact, Body body)
|
|
||||||
{
|
|
||||||
float volume = MathHelper.Clamp(impact - 3.0f, 0.5f, 1.0f);
|
|
||||||
|
|
||||||
if (body.UserData is Limb limb && character.Stun <= 0f)
|
|
||||||
{
|
{
|
||||||
if (impact > 3.0f) { PlayImpactSound(limb); }
|
//remove states with a timestamp (there may still timestamp-based states
|
||||||
}
|
//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
|
||||||
else if (body.UserData is Limb || body == Collider.FarseerBody)
|
character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
|
||||||
{
|
|
||||||
if (!character.IsRemotePlayer && impact > ImpactTolerance)
|
for (int i = 0; i < character.MemLocalState.Count; i++)
|
||||||
{
|
{
|
||||||
SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider);
|
if (character.Submarine == null)
|
||||||
|
{
|
||||||
|
//transform in-sub coordinates to outside coordinates
|
||||||
|
if (character.MemLocalState[i].Position.Y > lowestSubPos)
|
||||||
|
{
|
||||||
|
character.MemLocalState[i].TransformInToOutside();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (currentHull?.Submarine != null)
|
||||||
|
{
|
||||||
|
//transform outside coordinates to in-sub coordinates
|
||||||
|
if (character.MemLocalState[i].Position.Y < lowestSubPos)
|
||||||
|
{
|
||||||
|
character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
if (Character.Controlled == character)
|
|
||||||
{
|
|
||||||
GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (character.MemState.Count < 1) return;
|
if (character.MemState.Count < 1) return;
|
||||||
|
|
||||||
|
|||||||
@@ -740,6 +740,8 @@ namespace Barotrauma
|
|||||||
|
|
||||||
private GUILayoutGroup subPreviewContainer;
|
private GUILayoutGroup subPreviewContainer;
|
||||||
|
|
||||||
|
private GUILayoutGroup subPreviewContainer;
|
||||||
|
|
||||||
private GUIButton loadGameButton;
|
private GUIButton loadGameButton;
|
||||||
|
|
||||||
public Action<Submarine, string, string> StartNewGame;
|
public Action<Submarine, string, string> StartNewGame;
|
||||||
|
|||||||
@@ -673,6 +673,32 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
#if DEBUG
|
#if DEBUG
|
||||||
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||||
|
#endif
|
||||||
|
abandon = true;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
|
||||||
|
// TODO: use the collider size/reach?
|
||||||
|
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
|
||||||
|
{
|
||||||
|
HumanAIController.AnimController.Crouching = true;
|
||||||
|
}
|
||||||
|
float reach = ConvertUnits.ToSimUnits(repairTool.Range);
|
||||||
|
bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
|
||||||
|
if (canOperate)
|
||||||
|
{
|
||||||
|
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
|
||||||
|
}
|
||||||
|
if (subObjectives.Any()) { return; }
|
||||||
|
var repairTool = weldingTool.GetComponent<RepairTool>();
|
||||||
|
if (repairTool == null)
|
||||||
|
{
|
||||||
|
#if DEBUG
|
||||||
|
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
|
||||||
#endif
|
#endif
|
||||||
abandon = true;
|
abandon = true;
|
||||||
return;
|
return;
|
||||||
|
|||||||
@@ -74,6 +74,21 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void Update(float deltaTime)
|
||||||
|
{
|
||||||
|
if (objectiveManager.CurrentObjective == this)
|
||||||
|
{
|
||||||
|
if (randomTimer > 0)
|
||||||
|
{
|
||||||
|
randomTimer -= deltaTime;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SetRandom();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public override bool IsCompleted() => false;
|
public override bool IsCompleted() => false;
|
||||||
public override bool CanBeCompleted => true;
|
public override bool CanBeCompleted => true;
|
||||||
|
|
||||||
|
|||||||
@@ -881,6 +881,10 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
isCompleted = true;
|
isCompleted = true;
|
||||||
}
|
}
|
||||||
|
if (component.AIOperate(deltaTime, character, this))
|
||||||
|
{
|
||||||
|
isCompleted = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1154,6 +1154,15 @@ namespace Barotrauma
|
|||||||
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||||
|
{
|
||||||
|
//apply some smoothing to the cursor positions of remote players when playing as a client
|
||||||
|
//to make aiming look a little less choppy
|
||||||
|
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
|
||||||
|
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
|
||||||
|
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
|
||||||
|
}
|
||||||
|
|
||||||
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
|
||||||
{
|
{
|
||||||
if (speedMultipliers.Count == 0) return 1f;
|
if (speedMultipliers.Count == 0) return 1f;
|
||||||
|
|||||||
@@ -563,6 +563,25 @@ namespace Barotrauma.Items.Components
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (targetItem.Prefab.DeconstructItems.Any())
|
||||||
|
{
|
||||||
|
inputContainer.Inventory.RemoveItem(targetItem);
|
||||||
|
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||||
|
MoveInputQueue();
|
||||||
|
PutItemsToLinkedContainer();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (outputContainer.Inventory.Items.All(i => i != null))
|
||||||
|
{
|
||||||
|
targetItem.Drop(dropper: null);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (targetItem.Prefab.DeconstructItems.Any())
|
if (targetItem.Prefab.DeconstructItems.Any())
|
||||||
{
|
{
|
||||||
inputContainer.Inventory.RemoveItem(targetItem);
|
inputContainer.Inventory.RemoveItem(targetItem);
|
||||||
|
|||||||
@@ -144,6 +144,17 @@ namespace Barotrauma.Items.Components
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Vector2 SteeringInput
|
||||||
|
{
|
||||||
|
get { return steeringInput; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (!MathUtils.IsValid(value)) return;
|
||||||
|
steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
|
||||||
|
steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public SteeringPath SteeringPath
|
public SteeringPath SteeringPath
|
||||||
{
|
{
|
||||||
if (!CanBeSelected) return false;
|
if (!CanBeSelected) return false;
|
||||||
@@ -164,12 +175,6 @@ namespace Barotrauma.Items.Components
|
|||||||
set { posToMaintain = value; }
|
set { posToMaintain = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public Vector2? PosToMaintain
|
|
||||||
{
|
|
||||||
get { return posToMaintain; }
|
|
||||||
set { posToMaintain = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
struct ObstacleDebugInfo
|
struct ObstacleDebugInfo
|
||||||
{
|
{
|
||||||
public Vector2 Point1;
|
public Vector2 Point1;
|
||||||
|
|||||||
@@ -1203,6 +1203,38 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void UpdateTransform()
|
||||||
|
{
|
||||||
|
Submarine prevSub = Submarine;
|
||||||
|
|
||||||
|
FindHull();
|
||||||
|
|
||||||
|
if (Submarine == null && prevSub != null)
|
||||||
|
{
|
||||||
|
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
|
||||||
|
}
|
||||||
|
else if (Submarine != null && prevSub == null)
|
||||||
|
{
|
||||||
|
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||||
|
}
|
||||||
|
else if (Submarine != null && prevSub != null && Submarine != prevSub)
|
||||||
|
{
|
||||||
|
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||||
|
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||||
|
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||||
|
|
||||||
|
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
|
||||||
|
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
|
||||||
|
{
|
||||||
|
body.LinearVelocity = new Vector2(
|
||||||
|
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
|
||||||
|
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Applies buoyancy, drag and angular drag caused by water
|
/// Applies buoyancy, drag and angular drag caused by water
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -83,6 +83,27 @@ namespace Barotrauma
|
|||||||
|
|
||||||
public readonly List<Gap> ConnectedGaps = new List<Gap>();
|
public readonly List<Gap> ConnectedGaps = new List<Gap>();
|
||||||
|
|
||||||
|
public readonly List<Gap> ConnectedGaps = new List<Gap>();
|
||||||
|
|
||||||
|
private string roomName;
|
||||||
|
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||||
|
public string RoomName
|
||||||
|
{
|
||||||
|
get { return roomName; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (roomName == value) { return; }
|
||||||
|
roomName = value;
|
||||||
|
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public string DisplayName
|
||||||
|
{
|
||||||
|
get;
|
||||||
|
private set;
|
||||||
|
}
|
||||||
|
|
||||||
private string roomName;
|
private string roomName;
|
||||||
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||||
public string RoomName
|
public string RoomName
|
||||||
|
|||||||
Reference in New Issue
Block a user