diff --git a/Barotrauma/BarotraumaClient/Launch_Barotrauma b/Barotrauma/BarotraumaClient/Launch_Barotrauma
index 4e95158fd..8792fad24 100644
--- a/Barotrauma/BarotraumaClient/Launch_Barotrauma
+++ b/Barotrauma/BarotraumaClient/Launch_Barotrauma
@@ -1,3 +1,3 @@
#!/bin/sh
-./Barotrauma
+exec mono "./Barotrauma.exe" MONO_LOG_LEVEL=debug "$@"
diff --git a/Barotrauma/BarotraumaClient/LinuxClient.csproj b/Barotrauma/BarotraumaClient/LinuxClient.csproj
index c74cd30c3..f0d80d9ee 100644
--- a/Barotrauma/BarotraumaClient/LinuxClient.csproj
+++ b/Barotrauma/BarotraumaClient/LinuxClient.csproj
@@ -186,18 +186,12 @@
PreserveNewest
-
- PreserveNewest
-
PreserveNewest
PreserveNewest
-
- PreserveNewest
-
PreserveNewest
diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs
index 7951bcf8e..ac5edb682 100644
--- a/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs
+++ b/Barotrauma/BarotraumaClient/Source/Characters/Animation/Ragdoll.cs
@@ -98,7 +98,7 @@ namespace Barotrauma
if (distSqrd > 10.0f || !character.AllowInput)
{
Collider.TargetRotation = newRotation;
- SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
+ SetPosition(newPosition, lerp: distSqrd < 5.0f);
}
else
{
@@ -149,62 +149,6 @@ namespace Barotrauma
character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
}
}
-
- if (localPos.Animation != serverPos.Animation)
- {
- if (serverPos.Animation == AnimController.Animation.CPR)
- {
- character.AnimController.Anim = AnimController.Animation.CPR;
- }
- else if (character.AnimController.Anim == AnimController.Animation.CPR)
- {
- character.AnimController.Anim = AnimController.Animation.None;
- }
- }
-
- Hull serverHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(serverPos.Position), character.CurrentHull, serverPos.Position.Y < lowestSubPos);
- Hull clientHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(localPos.Position), serverHull, localPos.Position.Y < lowestSubPos);
-
- if (serverHull != null && clientHull != null && serverHull.Submarine != clientHull.Submarine)
- {
- //hull subs don't match => teleport the camera to the other sub
- character.Submarine = serverHull.Submarine;
- character.CurrentHull = currentHull = serverHull;
- SetPosition(serverPos.Position);
- character.MemLocalState.Clear();
- }
- else
- {
- Vector2 positionError = serverPos.Position - localPos.Position;
- float rotationError = serverPos.Rotation.HasValue && localPos.Rotation.HasValue ?
- serverPos.Rotation.Value - localPos.Rotation.Value :
- 0.0f;
-
- for (int i = localPosIndex; i < character.MemLocalState.Count; i++)
- {
- Hull pointHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(character.MemLocalState[i].Position), clientHull, character.MemLocalState[i].Position.Y < lowestSubPos);
- if (pointHull != clientHull && ((pointHull == null) || (clientHull == null) || (pointHull.Submarine == clientHull.Submarine))) break;
- character.MemLocalState[i].Translate(positionError, rotationError);
- }
-
- float errorMagnitude = positionError.Length();
- if (errorMagnitude > 0.01f)
- {
- Collider.TargetPosition = Collider.SimPosition + positionError;
- Collider.TargetRotation = Collider.Rotation + rotationError;
- Collider.MoveToTargetPosition(lerp: true);
- if (errorMagnitude > 0.5f)
- {
- character.MemLocalState.Clear();
- foreach (Limb limb in Limbs)
- {
- limb.body.TargetPosition = limb.body.SimPosition + positionError;
- limb.body.MoveToTargetPosition(lerp: true);
- }
- }
- }
- }
-
}
if (character.MemState.Count < 1) return;
@@ -294,20 +238,30 @@ namespace Barotrauma
}
float errorMagnitude = positionError.Length();
- if (errorMagnitude > 0.5f)
- {
- character.MemLocalState.Clear();
- SetPosition(serverPos.Position, lerp: true, ignorePlatforms: false);
- }
- else if (errorMagnitude > 0.01f)
+ if (errorMagnitude > 0.01f)
{
Collider.TargetPosition = Collider.SimPosition + positionError;
Collider.TargetRotation = Collider.Rotation + rotationError;
Collider.MoveToTargetPosition(lerp: true);
+ if (errorMagnitude > 0.5f)
+ {
+ character.MemLocalState.Clear();
+ foreach (Limb limb in Limbs)
+ {
+ limb.body.TargetPosition = limb.body.SimPosition + positionError;
+ limb.body.MoveToTargetPosition(lerp: true);
+ }
+ }
}
}
}
+ }
+ if (Character.Controlled == character)
+ {
+ GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
+ }
+ }
if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
character.MemState.Clear();
diff --git a/Barotrauma/BarotraumaClient/Source/Characters/Character.cs b/Barotrauma/BarotraumaClient/Source/Characters/Character.cs
index b4e831e77..2eff39aa6 100644
--- a/Barotrauma/BarotraumaClient/Source/Characters/Character.cs
+++ b/Barotrauma/BarotraumaClient/Source/Characters/Character.cs
@@ -46,7 +46,8 @@ namespace Barotrauma
if (controlled == value) return;
controlled = value;
if (controlled != null) controlled.Enabled = true;
- CharacterHealth.OpenHealthWindow = null;
+ CharacterHealth.OpenHealthWindow = null;
+
}
}
diff --git a/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs b/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs
index e180f44e6..441ae6a6e 100644
--- a/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs
+++ b/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs
@@ -85,8 +85,7 @@ namespace Barotrauma
{
if (character.Inventory != null)
{
- if (!character.LockHands && character.Stun < 0.1f &&
- (character.SelectedConstruction == null || character.SelectedConstruction.GetComponent() == null))
+ if (!character.LockHands && character.Stun < 0.1f)
{
character.Inventory.Update(deltaTime, cam);
}
@@ -321,7 +320,6 @@ namespace Barotrauma
}
if (character.Inventory != null && !character.LockHands)
{
- character.Inventory.Locked = (character.SelectedConstruction != null && character.SelectedConstruction.GetComponent() != null);
character.Inventory.DrawOwn(spriteBatch);
character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ?
CharacterInventory.Layout.Default :
diff --git a/Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs b/Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs
index 0ea60b4a5..71b3d07d0 100644
--- a/Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs
+++ b/Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs
@@ -793,7 +793,7 @@ namespace Barotrauma
base.Draw(spriteBatch);
- if (hideButton != null && hideButton.Visible && !Locked)
+ if (hideButton != null && hideButton.Visible)
{
hideButton.DrawManually(spriteBatch, alsoChildren: true);
}
@@ -835,7 +835,6 @@ namespace Barotrauma
color = Color.White;
highlightedQuickUseSlot = slots[i];
}
- if (Locked) { color *= 0.3f; }
var quickUseIndicator = Items[i].AllowedSlots.Any(a => a == InvSlotType.Any) ?
EquipIndicator : DropIndicator;
diff --git a/Barotrauma/BarotraumaClient/Source/Items/Inventory.cs b/Barotrauma/BarotraumaClient/Source/Items/Inventory.cs
index e3c4ea985..8fb30030a 100644
--- a/Barotrauma/BarotraumaClient/Source/Items/Inventory.cs
+++ b/Barotrauma/BarotraumaClient/Source/Items/Inventory.cs
@@ -820,9 +820,8 @@ namespace Barotrauma
else
{
Sprite slotSprite = slot.SlotSprite ?? slotSpriteSmall;
- Color slotColor = slot.IsHighlighted ? Color.White : Color.White * 0.8f;
- if (inventory != null && inventory.Locked) { slotColor = Color.Gray * 0.5f; }
- spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slotColor);
+
+ spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slot.IsHighlighted ? Color.White : Color.White * 0.8f);
if (item != null && drawItem)
{
@@ -874,17 +873,14 @@ namespace Barotrauma
}
indicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(),
- (inventory != null && inventory.Locked) ? Color.DarkGray * 0.5f : Color.DarkGray * 0.9f,
+ Color.DarkGray * 0.9f,
origin: indicatorSprite.size / 2,
rotate: 0.0f,
scale: indicatorScale);
-
- Color indicatorColor = ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green);
- if (inventory != null && inventory.Locked) { indicatorColor *= 0.5f; }
-
+
spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
sourceRectangle: new Rectangle(indicatorSprite.SourceRect.Location, new Point((int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Height)),
- color: indicatorColor,
+ color: ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green),
rotation: 0.0f,
origin: indicatorSprite.size / 2,
scale: indicatorScale,
@@ -924,7 +920,6 @@ namespace Barotrauma
}
Color spriteColor = sprite == item.Sprite ? item.GetSpriteColor() : item.GetInventoryIconColor();
- if (inventory != null && inventory.Locked) { spriteColor *= 0.5f; }
if (CharacterHealth.OpenHealthWindow != null && !item.UseInHealthInterface)
{
spriteColor = Color.Lerp(spriteColor, Color.TransparentBlack, 0.5f);
@@ -936,10 +931,7 @@ namespace Barotrauma
sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale);
}
- if (inventory != null &&
- !inventory.Locked &&
- Character.Controlled?.Inventory == inventory &&
- slot.QuickUseKey != Keys.None)
+ if (inventory != null && Character.Controlled?.Inventory == inventory && slot.QuickUseKey != Keys.None)
{
GUI.DrawString(spriteBatch, rect.Location.ToVector2(),
slot.QuickUseKey.ToString().Substring(1, 1),
diff --git a/Barotrauma/BarotraumaClient/Source/Map/Structure.cs b/Barotrauma/BarotraumaClient/Source/Map/Structure.cs
index 99b7bbedd..08a9b5ae0 100644
--- a/Barotrauma/BarotraumaClient/Source/Map/Structure.cs
+++ b/Barotrauma/BarotraumaClient/Source/Map/Structure.cs
@@ -1,9 +1,6 @@
using Barotrauma.Extensions;
using Barotrauma.Lights;
using Barotrauma.Networking;
-using FarseerPhysics;
-using FarseerPhysics.Dynamics;
-using FarseerPhysics.Dynamics.Contacts;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
@@ -168,20 +165,6 @@ namespace Barotrauma
{
Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
- int section = FindSectionIndex(pos);
- if (section > -1)
- {
- Vector2 normal = contact.Manifold.LocalNormal;
-
- float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
- if (impact > 10.0f)
- {
- SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
- }
- }
- }
- }
-
public override bool IsVisible(Rectangle worldView)
{
Rectangle worldRect = WorldRect;
diff --git a/Barotrauma/BarotraumaClient/Source/Sounds/SoundPlayer.cs b/Barotrauma/BarotraumaClient/Source/Sounds/SoundPlayer.cs
index 515bc987a..3c1705000 100644
--- a/Barotrauma/BarotraumaClient/Source/Sounds/SoundPlayer.cs
+++ b/Barotrauma/BarotraumaClient/Source/Sounds/SoundPlayer.cs
@@ -238,7 +238,7 @@ namespace Barotrauma
}
float ambienceVolume = 0.8f;
- if (Character.Controlled != null && !Character.Controlled.Removed)
+ if (Character.Controlled != null)
{
AnimController animController = Character.Controlled.AnimController;
if (animController.HeadInWater)
diff --git a/Barotrauma/BarotraumaServer/Properties/AssemblyInfo.cs b/Barotrauma/BarotraumaServer/Properties/AssemblyInfo.cs
index 1c7c140ff..b5497c509 100644
--- a/Barotrauma/BarotraumaServer/Properties/AssemblyInfo.cs
+++ b/Barotrauma/BarotraumaServer/Properties/AssemblyInfo.cs
@@ -32,4 +32,4 @@ using System.Runtime.InteropServices;
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.8.10.0")]
-[assembly: AssemblyFileVersion("0.8.10.0")]
+[assembly: AssemblyFileVersion("0.8.0.0")]
diff --git a/Barotrauma/BarotraumaServer/Server.csproj b/Barotrauma/BarotraumaServer/Server.csproj
index 3647a5b6d..bc97ad59e 100644
--- a/Barotrauma/BarotraumaServer/Server.csproj
+++ b/Barotrauma/BarotraumaServer/Server.csproj
@@ -216,7 +216,7 @@
-
+
PreserveNewest
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs
index 279c7b90e..35a31f8aa 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs
@@ -1062,6 +1062,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
+ private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
+
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs
index 277a8b54c..e264c0f05 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/IndoorsSteeringManager.cs
@@ -223,10 +223,8 @@ namespace Barotrauma
}
}
- bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
-
//only humanoids can climb ladders
- if (!isDiving && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
+ if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
{
if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item &&
currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
@@ -236,7 +234,7 @@ namespace Barotrauma
}
var collider = character.AnimController.Collider;
- if (character.IsClimbing && !isDiving)
+ if (character.IsClimbing && !character.AnimController.InWater)
{
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
@@ -281,7 +279,7 @@ namespace Barotrauma
else if (character.AnimController.InWater)
{
// If the character is underwater, we don't need the ladders anymore
- if (character.IsClimbing && isDiving)
+ if (character.IsClimbing)
{
character.AnimController.Anim = AnimController.Animation.None;
character.SelectedConstruction = null;
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs b/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs
index 3530df734..5de8c9140 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs
@@ -560,8 +560,7 @@ namespace Barotrauma
//TODO: take into account that the feet aren't necessarily in CurrentHull
//full slowdown (1.5f) when water is up to the torso
surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
- float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
- slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
+ slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
}
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs
index d3dcbc16b..435f0fd7d 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs
@@ -2555,9 +2555,11 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
- CharacterList.Remove(this);
+#if CLIENT
+ GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
+#endif
- if (Controlled == this) { Controlled = null; }
+ CharacterList.Remove(this);
if (Inventory != null)
{
diff --git a/Barotrauma/BarotraumaShared/Source/Map/Structure.cs b/Barotrauma/BarotraumaShared/Source/Map/Structure.cs
index 38dcb8a64..59d65255f 100644
--- a/Barotrauma/BarotraumaShared/Source/Map/Structure.cs
+++ b/Barotrauma/BarotraumaShared/Source/Map/Structure.cs
@@ -635,6 +635,24 @@ namespace Barotrauma
var character = ((Limb)f2.Body.UserData).character;
if (character.DisableImpactDamageTimer > 0.0f || ((Limb)f2.Body.UserData).Mass < 100.0f) return true;
}
+
+ if (!Prefab.Platform && Prefab.StairDirection == Direction.None)
+ {
+ Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
+
+ int section = FindSectionIndex(pos);
+ if (section > -1)
+ {
+ Vector2 normal = contact.Manifold.LocalNormal;
+
+ float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
+ if (impact < 10.0f) return true;
+#if CLIENT
+ SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
+#endif
+ AddDamage(section, impact);
+ }
+ }
OnImpactProjSpecific(f1, f2, contact);
diff --git a/Barotrauma/BarotraumaShared/Source/Networking/EntitySpawner.cs b/Barotrauma/BarotraumaShared/Source/Networking/EntitySpawner.cs
index e89da30e1..c2cd7710d 100644
--- a/Barotrauma/BarotraumaShared/Source/Networking/EntitySpawner.cs
+++ b/Barotrauma/BarotraumaShared/Source/Networking/EntitySpawner.cs
@@ -102,7 +102,7 @@ namespace Barotrauma
{
string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
- GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue1:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
+ GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition));
@@ -115,7 +115,7 @@ namespace Barotrauma
{
string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
- GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue2:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
+ GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition));
diff --git a/Barotrauma/BarotraumaShared/Submarines/Dugong.sub b/Barotrauma/BarotraumaShared/Submarines/Dugong.sub
index cce7eff49..94becc0e0 100644
Binary files a/Barotrauma/BarotraumaShared/Submarines/Dugong.sub and b/Barotrauma/BarotraumaShared/Submarines/Dugong.sub differ
diff --git a/Barotrauma/BarotraumaShared/Submarines/Humpback.sub b/Barotrauma/BarotraumaShared/Submarines/Humpback.sub
index 028008485..373ae025e 100644
Binary files a/Barotrauma/BarotraumaShared/Submarines/Humpback.sub and b/Barotrauma/BarotraumaShared/Submarines/Humpback.sub differ
diff --git a/Barotrauma/BarotraumaShared/Submarines/Orca.sub b/Barotrauma/BarotraumaShared/Submarines/Orca.sub
index 75badce72..e0e6c5f3c 100644
Binary files a/Barotrauma/BarotraumaShared/Submarines/Orca.sub and b/Barotrauma/BarotraumaShared/Submarines/Orca.sub differ
diff --git a/Barotrauma/BarotraumaShared/Submarines/Typhon.sub b/Barotrauma/BarotraumaShared/Submarines/Typhon.sub
index a689efd8d..094ad050d 100644
Binary files a/Barotrauma/BarotraumaShared/Submarines/Typhon.sub and b/Barotrauma/BarotraumaShared/Submarines/Typhon.sub differ