(38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider.
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@@ -178,15 +178,10 @@ namespace Barotrauma
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string displayedText = message.TranslatedText;
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string senderName = "";
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Color senderColor = Color.White;
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if (!string.IsNullOrWhiteSpace(message.SenderName))
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{
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senderName = (message.Type == ChatMessageType.Private ? "[PM] " : "") + message.SenderName;
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}
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if (message.Sender?.Info?.Job != null)
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{
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senderColor = Color.Lerp(message.Sender.Info.Job.Prefab.UIColor, Color.White, 0.25f);
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}
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var msgHolder = new GUIFrame(new RectTransform(new Vector2(0.95f, 0.0f), chatBox.Content.RectTransform, Anchor.TopCenter), style: null,
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color: ((chatBox.Content.CountChildren % 2) == 0) ? Color.Transparent : Color.Black * 0.1f);
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@@ -196,7 +191,7 @@ namespace Barotrauma
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{
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senderNameBlock = new GUITextBlock(new RectTransform(new Vector2(0.98f, 0.0f), msgHolder.RectTransform)
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{ AbsoluteOffset = new Point((int)(5 * GUI.Scale), 0) },
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senderName, textColor: senderColor, font: GUI.SmallFont, textAlignment: Alignment.TopLeft, style: null)
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senderName, textColor: Color.White, font: GUI.SmallFont, textAlignment: Alignment.TopLeft, style: null)
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{
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CanBeFocused = true
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};
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@@ -235,7 +230,7 @@ namespace Barotrauma
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Visible = false
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};
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var senderText = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), popupMsg.RectTransform, Anchor.TopRight),
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senderName, textColor: senderColor, font: GUI.SmallFont, textAlignment: Alignment.TopRight)
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senderName, textColor: Color.White, font: GUI.SmallFont, textAlignment: Alignment.TopRight)
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{
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CanBeFocused = false
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};
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@@ -333,7 +328,6 @@ namespace Barotrauma
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var popupMsg = popupMessages.Count > 0 ? popupMessages.Peek() : null;
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if (popupMsg != null)
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{
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int offset = -popupMsg.Rect.Width - toggleButton.Rect.Width * 2 - (int)(50 * GUI.Scale) - (guiFrame.Rect.X - GameMain.GraphicsWidth);
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popupMsg.Visible = true;
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//popup messages appear and disappear faster when there's more pending messages
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popupMessageTimer += deltaTime * popupMessages.Count * popupMessages.Count;
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@@ -341,7 +335,7 @@ namespace Barotrauma
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{
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//move the message out of the screen and delete it
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popupMsg.RectTransform.ScreenSpaceOffset =
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new Point((int)MathHelper.SmoothStep(offset, 10, (popupMessageTimer - PopupMessageDuration) * 5.0f), 0);
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new Point((int)MathHelper.SmoothStep(-popupMsg.Rect.Width - toggleButton.Rect.Width * 2, 10, (popupMessageTimer - PopupMessageDuration) * 5.0f), 0);
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if (popupMessageTimer > PopupMessageDuration + 1.0f)
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{
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popupMessageTimer = 0.0f;
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@@ -353,7 +347,7 @@ namespace Barotrauma
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{
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//move the message on the screen
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popupMsg.RectTransform.ScreenSpaceOffset = new Point(
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(int)MathHelper.SmoothStep(0, offset, popupMessageTimer * 5.0f), 0);
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(int)MathHelper.SmoothStep(0, -popupMsg.Rect.Width - toggleButton.Rect.Width * 2 - (int)(35 * GUI.Scale), popupMessageTimer * 5.0f), 0);
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}
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}
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}
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