(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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@@ -62,7 +62,7 @@ namespace Barotrauma
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UpdateSubList(submarines);
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// New game right sideon
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// New game right side
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.1f), rightColumn.RectTransform), TextManager.Get("SaveName") + ":", textAlignment: Alignment.BottomLeft);
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saveNameBox = new GUITextBox(new RectTransform(new Vector2(1.0f, 0.1f), rightColumn.RectTransform), string.Empty);
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@@ -262,6 +262,11 @@ namespace Barotrauma
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saveFiles = SaveUtil.GetSaveFiles(isMultiplayer ? SaveUtil.SaveType.Multiplayer : SaveUtil.SaveType.Singleplayer);
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}
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saveList = new GUIListBox(new RectTransform(new Vector2(0.5f, 1.0f), loadGameContainer.RectTransform, Anchor.CenterLeft))
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{
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OnSelected = SelectSaveFile
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};
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saveList = new GUIListBox(new RectTransform(new Vector2(0.5f, 1.0f), loadGameContainer.RectTransform, Anchor.CenterLeft))
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{
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OnSelected = SelectSaveFile
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@@ -269,9 +274,7 @@ namespace Barotrauma
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foreach (string saveFile in saveFiles)
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{
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string fileName = saveFile;
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string subName = "";
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string saveTime = "";
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XDocument doc = SaveUtil.LoadGameSessionDoc(saveFile);
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var saveFrame = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.1f), saveList.Content.RectTransform), style: "ListBoxElement")
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{
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UserData = saveFile
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@@ -279,38 +282,25 @@ namespace Barotrauma
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var nameText = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.5f), saveFrame.RectTransform),
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text: Path.GetFileNameWithoutExtension(saveFile));
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if (doc?.Root == null)
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{
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DebugConsole.ThrowError("Error loading save file \"" + saveFile + "\". The file may be corrupted.");
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nameText.Color = Color.Red;
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continue;
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}
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if (!isMultiplayer)
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{
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XDocument doc = SaveUtil.LoadGameSessionDoc(saveFile);
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if (doc?.Root == null)
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{
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DebugConsole.ThrowError("Error loading save file \"" + saveFile + "\". The file may be corrupted.");
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nameText.Color = Color.Red;
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continue;
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}
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subName = doc.Root.GetAttributeString("submarine", "");
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saveTime = doc.Root.GetAttributeString("savetime", "");
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}
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else
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{
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string[] splitSaveFile = saveFile.Split(';');
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saveFrame.UserData = splitSaveFile[0];
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fileName = nameText.Text = Path.GetFileNameWithoutExtension(splitSaveFile[0]);
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if (splitSaveFile.Length > 1) { subName = splitSaveFile[1]; }
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if (splitSaveFile.Length > 2) { saveTime = splitSaveFile[2]; }
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}
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string submarineName = doc.Root.GetAttributeString("submarine", "");
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.5f), saveFrame.RectTransform, Anchor.BottomLeft),
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text: subName, font: GUI.SmallFont)
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text: submarineName, font: GUI.SmallFont)
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{
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UserData = fileName
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UserData = saveFile
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};
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string saveTime = doc.Root.GetAttributeString("savetime", "");
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 1.0f), saveFrame.RectTransform),
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text: saveTime, textAlignment: Alignment.Right, font: GUI.SmallFont)
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{
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UserData = fileName
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UserData = saveFile
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};
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}
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@@ -355,6 +345,13 @@ namespace Barotrauma
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};
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}
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public void UpdateTutorialSelection()
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{
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if (isMultiplayer) return;
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Tutorial contextualTutorial = Tutorial.Tutorials.Find(t => t is ContextualTutorial);
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contextualTutorialBox.Selected = (contextualTutorial != null) ? !GameMain.Config.CompletedTutorialNames.Contains(contextualTutorial.Name) : true;
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}
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public void UpdateTutorialSelection()
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{
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if (isMultiplayer) return;
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