Merge branch 'master' into new-netcode

Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Characters/AICharacter.cs
	Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/GameMain.cs
	Subsurface/Source/Items/Components/Signal/Connection.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Networking/GameServerLogin.cs
	Subsurface/Source/Physics/PhysicsBody.cs
This commit is contained in:
Regalis
2017-03-11 13:24:09 +02:00
264 changed files with 31522 additions and 704 deletions
+36 -6
View File
@@ -903,31 +903,61 @@ namespace Barotrauma
public void CheckForErrors()
{
List<string> errorMsgs = new List<string>();
if (!Hull.hullList.Any())
{
DebugConsole.ThrowError("No hulls found in the submarine. Hulls determine the \"borders\" of an individual room and are required for water and air distribution to work correctly.");
errorMsgs.Add("No hulls found in the submarine. Hulls determine the \"borders\" of an individual room and are required for water and air distribution to work correctly.");
}
foreach (Item item in Item.ItemList)
{
if (item.GetComponent<Barotrauma.Items.Components.Vent>() == null) continue;
if (item.GetComponent<Items.Components.Vent>() == null) continue;
if (!item.linkedTo.Any())
{
DebugConsole.ThrowError("The submarine contains vents which haven't been linked to an oxygen generator. Select a vent and click an oxygen generator while holding space to link them.");
errorMsgs.Add("The submarine contains vents which haven't been linked to an oxygen generator. Select a vent and click an oxygen generator while holding space to link them.");
break;
}
}
if (WayPoint.WayPointList.Find(wp => !wp.MoveWithLevel && wp.SpawnType == SpawnType.Path) == null)
{
DebugConsole.ThrowError("No waypoints found in the submarine. AI controlled crew members won't be able to navigate without waypoints.");
errorMsgs.Add("No waypoints found in the submarine. AI controlled crew members won't be able to navigate without waypoints.");
}
if (WayPoint.WayPointList.Find(wp => wp.SpawnType == SpawnType.Cargo) == null)
{
DebugConsole.ThrowError("The submarine doesn't have spawnpoints for cargo (which are used for determining where to place bought items). "
errorMsgs.Add("The submarine doesn't have spawnpoints for cargo (which are used for determining where to place bought items). "
+"To fix this, create a new spawnpoint and change its \"spawn type\" parameter to \"cargo\".");
}
if (errorMsgs.Any())
{
new GUIMessageBox("Warning", string.Join("\n\n", errorMsgs), 400, 0);
}
foreach (MapEntity e in MapEntity.mapEntityList)
{
if (Vector2.Distance(e.Position, HiddenSubPosition) > 20000)
{
var msgBox = new GUIMessageBox(
"Warning",
"One or more structures have been placed very far from the submarine. Show the structures?",
new string[] {"Yes", "No"});
msgBox.Buttons[0].OnClicked += (btn, obj) =>
{
GameMain.EditMapScreen.Cam.Position = e.WorldPosition;
return true;
};
msgBox.Buttons[0].OnClicked += msgBox.Close;
msgBox.Buttons[1].OnClicked += msgBox.Close;
break;
}
}
}
public static void RefreshSavedSubs()
@@ -1010,7 +1040,7 @@ namespace Barotrauma
{
stream = SaveUtil.DecompressFiletoStream(file);
}
catch (Exception e)
catch (Exception e)
{
DebugConsole.ThrowError("Loading submarine \"" + file + "\" failed!", e);
return null;