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