Merge branch 'master' into animcontroller-overhaul

Conflicts:
	Subsurface/Content/Characters/Crawler/crawler.xml
	Subsurface/Source/Characters/AICharacter.cs
	Subsurface/Source/Characters/Animation/FishAnimController.cs
	Subsurface/Source/Characters/Animation/Ragdoll.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/Map/Submarine.cs
	Subsurface/Source/Map/SubmarineBody.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Physics/PhysicsBody.cs
This commit is contained in:
Regalis
2016-10-25 20:09:25 +03:00
17 changed files with 243 additions and 261 deletions

View File

@@ -431,7 +431,7 @@ namespace Barotrauma.Networking
if (!(c is AICharacter) || c.IsDead) continue;
if (Character.CharacterList.Any(
c2 => c2.IsNetworkPlayer &&
c2 => c2.IsRemotePlayer &&
Vector2.Distance(c2.WorldPosition, c.WorldPosition) < ignoreDistance))
{

View File

@@ -229,8 +229,8 @@ namespace Barotrauma.Networking
if (updateReturnTimer > 10.0f)
{
updateReturnTimer = 0.0f;
respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBody);
respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.ShaftBody);
shuttleSteering.AutoPilot = true;
shuttleSteering.MaintainPos = false;
@@ -298,7 +298,7 @@ namespace Barotrauma.Networking
private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
{
respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBody);
respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.ShaftBody);
while (Math.Abs(position.Y - respawnShuttle.WorldPosition.Y) > 100.0f)
{
@@ -309,7 +309,7 @@ namespace Barotrauma.Networking
if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
}
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBody);
respawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.ShaftBody);
yield return CoroutineStatus.Success;
}
@@ -374,7 +374,7 @@ namespace Barotrauma.Networking
respawnShuttle.Velocity = Vector2.Zero;
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBody);
respawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.ShaftBody);
}