(d88b2f1f7) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
@@ -1,3 +1,3 @@
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#!/bin/sh
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exec mono "./Barotrauma.exe" MONO_LOG_LEVEL=debug "$@"
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./Barotrauma
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@@ -186,12 +186,18 @@
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<None Include="Content\Effects\watershader_opengl.xnb">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="lib64\libMonoPosixHelper.so">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="libopenal.so.1">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="libsteam_api64.so">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="libvlc.so">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="packages.config" />
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<None Include="Barotrauma">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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@@ -98,7 +98,7 @@ namespace Barotrauma
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 5.0f);
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SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
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}
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else
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{
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@@ -238,30 +238,20 @@ namespace Barotrauma
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}
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float errorMagnitude = positionError.Length();
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if (errorMagnitude > 0.01f)
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if (errorMagnitude > 0.5f)
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{
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character.MemLocalState.Clear();
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SetPosition(serverPos.Position, lerp: true, ignorePlatforms: false);
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}
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else if (errorMagnitude > 0.01f)
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{
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Collider.TargetPosition = Collider.SimPosition + positionError;
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Collider.TargetRotation = Collider.Rotation + rotationError;
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Collider.MoveToTargetPosition(lerp: true);
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if (errorMagnitude > 0.5f)
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{
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character.MemLocalState.Clear();
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foreach (Limb limb in Limbs)
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{
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limb.body.TargetPosition = limb.body.SimPosition + positionError;
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limb.body.MoveToTargetPosition(lerp: true);
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}
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}
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}
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}
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}
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}
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if (Character.Controlled == character)
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{
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GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
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}
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}
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if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
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character.MemState.Clear();
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@@ -46,8 +46,7 @@ namespace Barotrauma
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if (controlled == value) return;
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controlled = value;
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if (controlled != null) controlled.Enabled = true;
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CharacterHealth.OpenHealthWindow = null;
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CharacterHealth.OpenHealthWindow = null;
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}
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}
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@@ -85,7 +85,8 @@ namespace Barotrauma
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{
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if (character.Inventory != null)
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{
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if (!character.LockHands && character.Stun < 0.1f)
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if (!character.LockHands && character.Stun < 0.1f &&
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(character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Controller>() == null))
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{
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character.Inventory.Update(deltaTime, cam);
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}
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@@ -320,6 +321,7 @@ namespace Barotrauma
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}
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if (character.Inventory != null && !character.LockHands)
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{
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character.Inventory.Locked = (character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null);
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character.Inventory.DrawOwn(spriteBatch);
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character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ?
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CharacterInventory.Layout.Default :
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@@ -793,7 +793,7 @@ namespace Barotrauma
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base.Draw(spriteBatch);
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if (hideButton != null && hideButton.Visible)
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if (hideButton != null && hideButton.Visible && !Locked)
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{
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hideButton.DrawManually(spriteBatch, alsoChildren: true);
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}
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@@ -835,6 +835,7 @@ namespace Barotrauma
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color = Color.White;
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highlightedQuickUseSlot = slots[i];
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}
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if (Locked) { color *= 0.3f; }
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var quickUseIndicator = Items[i].AllowedSlots.Any(a => a == InvSlotType.Any) ?
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EquipIndicator : DropIndicator;
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@@ -820,8 +820,9 @@ namespace Barotrauma
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else
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{
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Sprite slotSprite = slot.SlotSprite ?? slotSpriteSmall;
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spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slot.IsHighlighted ? Color.White : Color.White * 0.8f);
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Color slotColor = slot.IsHighlighted ? Color.White : Color.White * 0.8f;
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if (inventory != null && inventory.Locked) { slotColor = Color.Gray * 0.5f; }
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spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slotColor);
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if (item != null && drawItem)
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{
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@@ -873,14 +874,17 @@ namespace Barotrauma
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}
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indicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(),
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Color.DarkGray * 0.9f,
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(inventory != null && inventory.Locked) ? Color.DarkGray * 0.5f : Color.DarkGray * 0.9f,
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origin: indicatorSprite.size / 2,
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rotate: 0.0f,
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scale: indicatorScale);
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Color indicatorColor = ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green);
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if (inventory != null && inventory.Locked) { indicatorColor *= 0.5f; }
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spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
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sourceRectangle: new Rectangle(indicatorSprite.SourceRect.Location, new Point((int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Height)),
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color: ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green),
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color: indicatorColor,
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rotation: 0.0f,
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origin: indicatorSprite.size / 2,
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scale: indicatorScale,
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@@ -920,6 +924,7 @@ namespace Barotrauma
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}
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Color spriteColor = sprite == item.Sprite ? item.GetSpriteColor() : item.GetInventoryIconColor();
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if (inventory != null && inventory.Locked) { spriteColor *= 0.5f; }
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if (CharacterHealth.OpenHealthWindow != null && !item.UseInHealthInterface)
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{
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spriteColor = Color.Lerp(spriteColor, Color.TransparentBlack, 0.5f);
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@@ -931,7 +936,10 @@ namespace Barotrauma
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sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale);
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}
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if (inventory != null && Character.Controlled?.Inventory == inventory && slot.QuickUseKey != Keys.None)
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if (inventory != null &&
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!inventory.Locked &&
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Character.Controlled?.Inventory == inventory &&
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slot.QuickUseKey != Keys.None)
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{
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GUI.DrawString(spriteBatch, rect.Location.ToVector2(),
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slot.QuickUseKey.ToString().Substring(1, 1),
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@@ -1,6 +1,9 @@
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using Barotrauma.Extensions;
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using Barotrauma.Lights;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@@ -165,6 +168,20 @@ namespace Barotrauma
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
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int section = FindSectionIndex(pos);
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if (section > -1)
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{
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Vector2 normal = contact.Manifold.LocalNormal;
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float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
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if (impact > 10.0f)
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{
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SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
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}
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}
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}
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}
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public override bool IsVisible(Rectangle worldView)
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{
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Rectangle worldRect = WorldRect;
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@@ -238,7 +238,7 @@ namespace Barotrauma
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}
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float ambienceVolume = 0.8f;
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if (Character.Controlled != null)
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if (Character.Controlled != null && !Character.Controlled.Removed)
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{
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AnimController animController = Character.Controlled.AnimController;
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if (animController.HeadInWater)
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@@ -32,4 +32,4 @@ using System.Runtime.InteropServices;
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.8.10.0")]
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[assembly: AssemblyFileVersion("0.8.0.0")]
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[assembly: AssemblyFileVersion("0.8.10.0")]
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@@ -1064,6 +1064,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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@@ -223,8 +223,10 @@ namespace Barotrauma
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}
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}
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bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
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//only humanoids can climb ladders
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if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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if (!isDiving && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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{
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if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item &&
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currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
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@@ -234,7 +236,7 @@ namespace Barotrauma
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}
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var collider = character.AnimController.Collider;
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if (character.IsClimbing && !character.AnimController.InWater)
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if (character.IsClimbing && !isDiving)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
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@@ -279,7 +281,7 @@ namespace Barotrauma
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else if (character.AnimController.InWater)
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{
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// If the character is underwater, we don't need the ladders anymore
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if (character.IsClimbing)
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if (character.IsClimbing && isDiving)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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character.SelectedConstruction = null;
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@@ -560,7 +560,8 @@ namespace Barotrauma
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//TODO: take into account that the feet aren't necessarily in CurrentHull
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//full slowdown (1.5f) when water is up to the torso
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surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
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slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
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float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
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slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
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}
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float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
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@@ -2551,16 +2551,14 @@ namespace Barotrauma
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if (info != null) { info.Remove(); }
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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CharacterList.Remove(this);
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if (Controlled == this) { Controlled = null; }
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if (Inventory != null)
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{
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foreach (Item item in Inventory.Items)
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@@ -635,24 +635,6 @@ namespace Barotrauma
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var character = ((Limb)f2.Body.UserData).character;
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if (character.DisableImpactDamageTimer > 0.0f || ((Limb)f2.Body.UserData).Mass < 100.0f) return true;
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}
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if (!Prefab.Platform && Prefab.StairDirection == Direction.None)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
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int section = FindSectionIndex(pos);
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if (section > -1)
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{
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Vector2 normal = contact.Manifold.LocalNormal;
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float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
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if (impact < 10.0f) return true;
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#if CLIENT
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SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
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#endif
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AddDamage(section, impact);
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}
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}
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OnImpactProjSpecific(f1, f2, contact);
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@@ -102,7 +102,7 @@ namespace Barotrauma
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{
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string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue1:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition));
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@@ -115,7 +115,7 @@ namespace Barotrauma
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{
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string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue2:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition));
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Block a user