Merge branch 'master' into new-netcode

Conflicts:
	Subsurface/Source/Characters/Animation/Ragdoll.cs
This commit is contained in:
Regalis
2017-04-06 21:59:52 +03:00
11 changed files with 90 additions and 45 deletions
@@ -17,7 +17,7 @@
<Pickable holdpos="30,-15" handle1="0,1" slots="RightHand,LeftHand,Any"> <Pickable holdpos="30,-15" handle1="0,1" slots="RightHand,LeftHand,Any">
<StatusEffect type="OnFire" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg" disabledeltatime="true"> <StatusEffect type="OnFire" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg" disabledeltatime="true">
<Explosion range="500.0" structuredamage="100" damage="200" stun="5" force="3.0"/> <Explosion range="250.0" structuredamage="10" damage="20" stun="5" force="3.0"/>
</StatusEffect> </StatusEffect>
</Pickable> </Pickable>
</Item> </Item>
+1 -1
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@@ -118,7 +118,7 @@
<Holdable slots="RightHand,Any" holdpos="30,-15" handle1="0,5" handle2="0,-5"> <Holdable slots="RightHand,Any" holdpos="30,-15" handle1="0,5" handle2="0,-5">
<StatusEffect type="OnFire" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg" disabledeltatime="true"> <StatusEffect type="OnFire" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg" disabledeltatime="true">
<Explosion range="500.0" structuredamage="100" damage="200" stun="5" force="3.0"/> <Explosion range="250.0" structuredamage="15" damage="25" stun="5" force="3.0"/>
</StatusEffect> </StatusEffect>
</Holdable> </Holdable>
</Item> </Item>
@@ -159,18 +159,21 @@
</smoke> </smoke>
<explosionfire <explosionfire
startsizemin="1.0,1.0" startsizemax="1.5,1.5" startsizemin="0.25,0.15" startsizemax="0.5,0.25"
sizechangemin="0.5,0.5" sizechangemax="0.6,0.6" sizechangemin="0.2,0.2" sizechangemax="0.3,0.3"
startrotationmin ="0.0" startrotationmax="360" startrotationmin ="-50.0" startrotationmax="50"
startcolor="1.0, 1.0, 1.0" startalpha="1.0" startcolor="1.0, 1.0, 1.0" startalpha="1.0"
colorchange="-0.6, -0.6, -0.6, -0.5" colorchange="-0.6, -0.6, -0.6, -0.5"
lifetime="5.0" lifetime="5.0"
growtime ="0.05" growtime ="0.05"
drawtarget="air" drawtarget="air"
collideswithwalls="true" collideswithwalls="true"
collisionradius="100"
blendstate="additive" blendstate="additive"
velocitychange="0.0, 0.5"> velocitychange="0.0, 1.0"
<sprite texture="Content/Particles/explosion.png" sourcerect="0,0,128,128"/> animduration="1.2"
loopanim="false">
<animatedsprite texture="Content/Particles/FlameRoundParticleSheet.png" sourcerect="0,0,2048,2048" columns="10" rows="5" origin="0.5,0.8"/>
</explosionfire> </explosionfire>
<weld <weld
@@ -856,12 +856,19 @@ namespace Barotrauma
headInWater = false; headInWater = false;
float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface); inWater = false;
if (inWater = currentHull.Volume > currentHull.FullVolume * 0.95f)
float floorY = GetFloorY(); {
inWater = true;
inWater = currentHull.Volume > currentHull.FullVolume * 0.95f || }
(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface); else
{
float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
if (Collider.SimPosition.Y < waterSurface && waterSurface - GetFloorY() > HeadPosition * 0.95f)
{
inWater = true;
}
}
} }
if (flowForce.LengthSquared() > 0.001f) if (flowForce.LengthSquared() > 0.001f)
@@ -1069,15 +1076,7 @@ namespace Barotrauma
float tfloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction; float tfloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
float targetY = tfloorY + Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor; float targetY = tfloorY + Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor;
float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
float floorY = GetFloorY();
if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface))
inWater = true;
if (Math.Abs(Collider.SimPosition.Y - targetY) > 0.01f && Collider.SimPosition.Y<targetY && !forceImmediate) if (Math.Abs(Collider.SimPosition.Y - targetY) > 0.01f && Collider.SimPosition.Y<targetY && !forceImmediate)
{ {
Vector2 newSpeed = Collider.LinearVelocity; Vector2 newSpeed = Collider.LinearVelocity;
+7 -1
View File
@@ -43,6 +43,8 @@ namespace Barotrauma
get { return text; } get { return text; }
set set
{ {
if (Text == value) return;
text = value; text = value;
wrappedText = value; wrappedText = value;
SetTextPos(); SetTextPos();
@@ -68,8 +70,12 @@ namespace Barotrauma
child.Rect = new Rectangle(child.Rect.X + value.X - rect.X, child.Rect.Y + value.Y - rect.Y, child.Rect.Width, child.Rect.Height); child.Rect = new Rectangle(child.Rect.X + value.X - rect.X, child.Rect.Y + value.Y - rect.Y, child.Rect.Width, child.Rect.Height);
} }
if (value.Width != rect.Width || value.Height != rect.Height)
{
SetTextPos();
}
rect = value; rect = value;
SetTextPos();
} }
} }
+32 -7
View File
@@ -3,6 +3,7 @@ using Barotrauma.Lights;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Xml.Linq; using System.Xml.Linq;
using FarseerPhysics;
namespace Barotrauma namespace Barotrauma
{ {
@@ -14,7 +15,7 @@ namespace Barotrauma
public float CameraShake; public float CameraShake;
private bool sparks, shockwave, flames; private bool sparks, shockwave, flames, smoke;
public Explosion(XElement element) public Explosion(XElement element)
{ {
@@ -24,7 +25,8 @@ namespace Barotrauma
sparks = ToolBox.GetAttributeBool(element, "sparks", true); sparks = ToolBox.GetAttributeBool(element, "sparks", true);
shockwave = ToolBox.GetAttributeBool(element, "shockwave", true); shockwave = ToolBox.GetAttributeBool(element, "shockwave", true);
flames = ToolBox.GetAttributeBool(element, "flames", true); flames = ToolBox.GetAttributeBool(element, "flames", true);
smoke = ToolBox.GetAttributeBool(element, "smoke", true);
CameraShake = ToolBox.GetAttributeFloat(element, "camerashake", attack.Range*0.1f); CameraShake = ToolBox.GetAttributeFloat(element, "camerashake", attack.Range*0.1f);
} }
@@ -52,8 +54,13 @@ namespace Barotrauma
} }
if (flames) if (flames)
{ {
GameMain.ParticleManager.CreateParticle("explosionfire", worldPosition + Rand.Vector(50f), GameMain.ParticleManager.CreateParticle("explosionfire", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f, hull); Rand.Vector(Rand.Range(50.0f, 100.0f)), 0.0f, hull);
}
if (smoke)
{
GameMain.ParticleManager.CreateParticle("smoke", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
Rand.Vector(Rand.Range(1.0f, 10.0f)), 0.0f, hull);
} }
} }
@@ -89,9 +96,19 @@ namespace Barotrauma
} }
private Vector2 ClampParticlePos(Vector2 particlePos, Hull hull)
{
if (hull == null) return particlePos;
return new Vector2(
MathHelper.Clamp(particlePos.X, hull.WorldRect.X, hull.WorldRect.Right),
MathHelper.Clamp(particlePos.Y, hull.WorldRect.Y - hull.WorldRect.Height, hull.WorldRect.Y));
}
private IEnumerable<object> DimLight(LightSource light) private IEnumerable<object> DimLight(LightSource light)
{ {
float currBrightness= 1.0f; float currBrightness = 1.0f;
float startRange = light.Range; float startRange = light.Range;
while (light.Color.A > 0.0f) while (light.Color.A > 0.0f)
@@ -99,13 +116,13 @@ namespace Barotrauma
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness); light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
light.Range = startRange * currBrightness; light.Range = startRange * currBrightness;
currBrightness -= CoroutineManager.DeltaTime*10.0f; currBrightness -= CoroutineManager.DeltaTime * 20.0f;
yield return CoroutineStatus.Running; yield return CoroutineStatus.Running;
} }
light.Remove(); light.Remove();
yield return CoroutineStatus.Success; yield return CoroutineStatus.Success;
} }
@@ -115,6 +132,11 @@ namespace Barotrauma
foreach (Character c in Character.CharacterList) foreach (Character c in Character.CharacterList)
{ {
Vector2 explosionPos = worldPosition;
if (c.Submarine != null) explosionPos -= c.Submarine.Position;
explosionPos = ConvertUnits.ToSimUnits(explosionPos);
foreach (Limb limb in c.AnimController.Limbs) foreach (Limb limb in c.AnimController.Limbs)
{ {
float dist = Vector2.Distance(limb.WorldPosition, worldPosition); float dist = Vector2.Distance(limb.WorldPosition, worldPosition);
@@ -128,6 +150,9 @@ namespace Barotrauma
float distFactor = 1.0f - dist / range; float distFactor = 1.0f - dist / range;
//solid obstacles between the explosion and the limb reduce the effect of the explosion by 90%
if (Submarine.CheckVisibility(limb.SimPosition, explosionPos) != null) distFactor *= 0.1f;
c.AddDamage(limb.WorldPosition, DamageType.None, c.AddDamage(limb.WorldPosition, DamageType.None,
damage / c.AnimController.Limbs.Length * distFactor, 0.0f, stun * distFactor, false); damage / c.AnimController.Limbs.Length * distFactor, 0.0f, stun * distFactor, false);
+6 -11
View File
@@ -68,10 +68,10 @@ namespace Barotrauma
if (!isNetworkMessage && GameMain.Client != null) return; if (!isNetworkMessage && GameMain.Client != null) return;
if (fireSoundBasic==null) if (fireSoundBasic == null)
{ {
fireSoundBasic = Sound.Load("Content/Sounds/fire.ogg"); fireSoundBasic = Sound.Load("Content/Sounds/fire.ogg", false);
fireSoundLarge = Sound.Load("Content/Sounds/firelarge.ogg"); fireSoundLarge = Sound.Load("Content/Sounds/firelarge.ogg", false);
} }
hull.AddFireSource(this); hull.AddFireSource(this);
@@ -80,13 +80,8 @@ namespace Barotrauma
this.position = worldPosition - new Vector2(-5.0f, 5.0f) - Submarine.Position; this.position = worldPosition - new Vector2(-5.0f, 5.0f) - Submarine.Position;
lightSource = new LightSource(this.position, 50.0f, new Color(1.0f, 0.9f, 0.7f), hull == null ? null : hull.Submarine); lightSource = new LightSource(this.position, 50.0f, new Color(1.0f, 0.9f, 0.7f), hull == null ? null : hull.Submarine);
//this.position.Y = hull.Rect.Y - hull.Rect.Height;
size = new Vector2(10.0f, 10.0f); size = new Vector2(10.0f, 10.0f);
} }
@@ -358,12 +353,12 @@ namespace Barotrauma
{ {
lightSource.Remove(); lightSource.Remove();
if (basicSoundIndex > -1) if (basicSoundIndex > 0)
{ {
Sounds.SoundManager.Stop(basicSoundIndex); Sounds.SoundManager.Stop(basicSoundIndex);
basicSoundIndex = -1; basicSoundIndex = -1;
} }
if (largeSoundIndex > -1) if (largeSoundIndex > 0)
{ {
Sounds.SoundManager.Stop(largeSoundIndex); Sounds.SoundManager.Stop(largeSoundIndex);
largeSoundIndex = -1; largeSoundIndex = -1;
+13 -1
View File
@@ -352,7 +352,19 @@ namespace Barotrauma.Lights
points.AddRange(boundaryCorners); points.AddRange(boundaryCorners);
var compareCCW = new CompareSegmentPointCW(drawPos); var compareCCW = new CompareSegmentPointCW(drawPos);
points.Sort(compareCCW); try
{
points.Sort(compareCCW);
}
catch (Exception e)
{
StringBuilder sb = new StringBuilder("Constructing light volumes failed! Light pos: "+drawPos+", Hull verts:\n");
foreach (SegmentPoint sp in points)
{
sb.AppendLine(sp.Pos.ToString());
}
DebugConsole.ThrowError(sb.ToString(), e);
}
List<Vector2> output = new List<Vector2>(); List<Vector2> output = new List<Vector2>();
+5 -1
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@@ -242,7 +242,11 @@ namespace Barotrauma
SoundManager.ClearAlSource(AlBufferId); SoundManager.ClearAlSource(AlBufferId);
ALHelper.Check(); ALHelper.Check();
if (oggSound != null) oggSound.Dispose(); if (oggSound != null)
{
oggSound.Dispose();
oggSound = null;
}
} }
+2 -2
View File
@@ -75,8 +75,8 @@ namespace Barotrauma.Sounds
public static int Play(Sound sound, Vector2 position, float volume = 1.0f, float lowPassGain = 0.0f, bool loop=false) public static int Play(Sound sound, Vector2 position, float volume = 1.0f, float lowPassGain = 0.0f, bool loop=false)
{ {
if (Disabled) return -1; if (Disabled || sound.AlBufferId == -1) return -1;
for (int i = 1; i < DefaultSourceCount; i++) for (int i = 1; i < DefaultSourceCount; i++)
{ {
//find a source that's free to use (not playing or paused) //find a source that's free to use (not playing or paused)
+1
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@@ -512,6 +512,7 @@ namespace Barotrauma
public static int Compare(Vector2 a, Vector2 b, Vector2 center) public static int Compare(Vector2 a, Vector2 b, Vector2 center)
{ {
if (a == b) return 0;
if (a.X - center.X >= 0 && b.X - center.X < 0) return -1; if (a.X - center.X >= 0 && b.X - center.X < 0) return -1;
if (a.X - center.X < 0 && b.X - center.X >= 0) return 1; if (a.X - center.X < 0 && b.X - center.X >= 0) return 1;
if (a.X - center.X == 0 && b.X - center.X == 0) if (a.X - center.X == 0 && b.X - center.X == 0)