From a32198ff80d13198982097c64b405e893900964e Mon Sep 17 00:00:00 2001 From: Regalis Date: Fri, 4 Nov 2016 16:27:53 +0200 Subject: [PATCH] v0.5.3.1 --- Subsurface/Properties/AssemblyInfo.cs | 4 +- .../Source/Characters/Animation/Ragdoll.cs | 6 ++- Subsurface/Source/Characters/Character.cs | 2 + Subsurface/Source/Map/Structure.cs | 2 +- Subsurface/changelog.txt | 54 +++++++++++++++++++ 5 files changed, 64 insertions(+), 4 deletions(-) diff --git a/Subsurface/Properties/AssemblyInfo.cs b/Subsurface/Properties/AssemblyInfo.cs index 8276e573b..0bacb6704 100644 --- a/Subsurface/Properties/AssemblyInfo.cs +++ b/Subsurface/Properties/AssemblyInfo.cs @@ -31,5 +31,5 @@ using System.Runtime.InteropServices; // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("0.5.2.0")] -[assembly: AssemblyFileVersion("0.5.2.0")] +[assembly: AssemblyVersion("0.5.3.1")] +[assembly: AssemblyFileVersion("0.5.3.1")] diff --git a/Subsurface/Source/Characters/Animation/Ragdoll.cs b/Subsurface/Source/Characters/Animation/Ragdoll.cs index 6489cb001..10c933c15 100644 --- a/Subsurface/Source/Characters/Animation/Ragdoll.cs +++ b/Subsurface/Source/Characters/Animation/Ragdoll.cs @@ -1094,7 +1094,11 @@ namespace Barotrauma } else { - collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement); + if (character.MemPos.Count > 0) + { + collider.LinearVelocity = Vector2.Zero; + collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement); + } } } diff --git a/Subsurface/Source/Characters/Character.cs b/Subsurface/Source/Characters/Character.cs index 36b79c1e4..58e1841f1 100644 --- a/Subsurface/Source/Characters/Character.cs +++ b/Subsurface/Source/Characters/Character.cs @@ -2102,6 +2102,8 @@ namespace Barotrauma else { cursorPosition = Position + new Vector2(1000.0f, 0.0f) * dir; + + AnimController.TargetDir = dir < 0 ? Direction.Left : Direction.Right; } int index = 0; diff --git a/Subsurface/Source/Map/Structure.cs b/Subsurface/Source/Map/Structure.cs index 2f2197737..12710e677 100644 --- a/Subsurface/Source/Map/Structure.cs +++ b/Subsurface/Source/Map/Structure.cs @@ -211,7 +211,7 @@ namespace Barotrauma : base(sp, submarine) { if (rectangle.Width == 0 || rectangle.Height == 0) return; - System.Diagnostics.Debug.Assert(rect.Width > 0 && rect.Height > 0); + System.Diagnostics.Debug.Assert(rectangle.Width > 0 && rectangle.Height > 0); rect = rectangle; prefab = sp; diff --git a/Subsurface/changelog.txt b/Subsurface/changelog.txt index 2f5fc428e..a751f2378 100644 --- a/Subsurface/changelog.txt +++ b/Subsurface/changelog.txt @@ -1,3 +1,57 @@ +--------------------------------------------------------------------------------------------------------- +v0.5.3.1 +--------------------------------------------------------------------------------------------------------- +- fixed monster movement! + +--------------------------------------------------------------------------------------------------------- +v0.5.3.0 +--------------------------------------------------------------------------------------------------------- + +Multiplayer: + - submarine vs submarine missions + - server hosts can disable spawning of certain characters + - server hosts can have subs spawn with additional items + +Changes to ragdoll movement/animation logic: + - movement is now controlled by a single invisible physics body which the rest of the ragdoll follows + - character position syncing is now more accurate and there's less "teleporting" + - characters are less likely to take impact damage by stumbling in stairs + - (+ makes working on the new improved netcode much easier) + - ladders can be slid down by holding the sprint key + +Submarine Editor: + - zoom now works relative to the mouse's position rather than the center of the screen + - fixed selection rectangle not being visible when dragging from bottom right to top left + - rectangles now have line widths dependent on the camera zoom (lines are still visible after zooming out) + +Items: + - added a particle trail to railgun shells + - added dim emergency lights which require no power + - a "glow effect" when moving items between inventory slots + - option to select which location the autopilot should navigate to + - fabricator UI shows item descriptions and items that can't be fabricated are grayed out + +Bugfixes: + - attempt to fix "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" errors on startup + - fixed water flow sounds taking up all the audio channels and preventing other sounds from playing + when the sub is heavily flooded + - the start button in the server lobby is re-enabled and autorestart countdown is reset if starting + a new round fails for whatever reason + - the colliders of the ice walls match the shape of the walls more accurately + - player-controlled monsters can damage the submarine from the outside + - waypoint generation and pathfinding bugfixes + +Misc: + - improved line of sight effect (instead of a solid black "fog of war", a faint image of the + surrounding rooms can be seen through walls) + - less ambient light, and it gets darker when diving deeper + - a hull-specific ambient light system: light sources increase the amount of light inside rooms, + preventing shadows from looking unnaturally dark in fully lit submarines + - option to disable vsync + - added a near-indestructible alien ruin wall variant - breaking through the walls with a railgun + or a plasma cutter is not always an option anymore + - added a parallax effect to the particles floating in the ocean + --------------------------------------------------------------------------------------------------------- v0.5.2.0 ---------------------------------------------------------------------------------------------------------