Joonas Rikkonen
d00b52882f
Added UpdateUseItem method from d253863
2018-07-18 12:14:09 +03:00
Joonas Rikkonen
4421c8a5de
Fixed camera shake continuing indefinitely if a character falls unconscious due to impact damage
2018-03-08 10:43:54 +02:00
Joonas Rikkonen
9f6868eaaa
Fixed crashing when attempting to perform CPR _as_ a headless character.
2018-03-01 10:17:32 +02:00
Joonas Rikkonen
795b2e4cad
Fixed crashing when attempting to perform CPR on a character with no head. Closes #294
2018-02-27 15:01:53 +02:00
Joonas Rikkonen
7187c277e7
Merge branch 'master' into moStuff
2018-01-09 10:38:06 +02:00
Alex Noir
32a2b38112
Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
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Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
2017-12-30 13:46:59 +03:00
Joonas Rikkonen
a8749f3d87
Fixed characters dragging husks by their tongue when GrabLimb is set to None, removed hardcoded texts from the grab button. Closes #210
2017-12-29 15:51:37 +02:00
juanjp600
07626a1989
Merge branch 'master' of https://github.com/Regalis11/Barotrauma
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Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
2017-12-20 19:46:53 -03:00
Joonas Rikkonen
9ed2871ede
Renamed a couple of properties for consistency & removed unnecessary CPR blood particle scaling
2017-12-20 20:26:22 +02:00
Alex Noir
e56f5c4946
what started as a fix of https://github.com/Regalis11/Barotrauma/issues/103 ended up being a huge CPR overhaul. oops.
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CPR:
There's now a difference between CPR on bleeding, CPR on hurting and CPR on oxygen deprivation.
If you try to CPR bleeding people, it will make bloody sounds and particles while hurting them. So don't.
If you CPR people with less than 0 health, it will do RNG based on your skill level to bring them back to life with 2 HP.
Otherwise if you CPR their oxygen back, chest pumps will simply prevent oxygen deprivation and mouth-to-mouth will bring back their oxygen while taking yours based on the skill level.
Crit:
Changed it so you always lose oxygen when critical. Your heart stopped either way!
2017-12-19 22:11:45 +03:00
Alex Noir
1e5b25bd1a
Merge branch 'master' into moRags
2017-12-17 22:41:45 +03:00
Joonas Rikkonen
a5d6da31a4
Holdable items can be held in any limb slot, not just hands. + Characters can hold a flashlight in their mouth.
2017-12-17 20:42:31 +02:00
juanjp600
1cb39f7fd5
Fixed some inconsistencies and oddities in physics-handling code
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I'm not sure if this fixes or breaks anything, but it's worth a shot.
2017-12-15 18:11:00 -03:00
juanjp600
23b220b6af
Sync character collider rotation, try to make collider face the main limb by instantly flipping it if the angle's too wide, client-side ragdoll correction is more aggressive
2017-12-12 17:58:49 -03:00
Alex Noir
e050404278
Carrying stunned/unconscious/dead people up ladders woot!!!
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Properly orient grabbed player on climbing and shoulder grab
Allow interaction with buttons, ladders, etc. when grabbing someone
2017-12-08 22:30:47 +03:00
Alex Noir
48fb3d58b9
Let players choose to grab onto the body's torso!
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Better CPR animations
todo: network the limb targeting
2017-12-08 13:47:27 +03:00
Alex Noir
4a8e411a70
Fixed carrying stunned people being a severe case of a major ass pain by carrying over the "stairs" from the carrier.
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Added "CarriedBy" property, publicized CarriedCharacter and CarriedBy, synced CarriedCharacter and CarriedBy for cool points
Publicized Stairs property
2017-12-06 18:58:18 +03:00
Alex Noir
f37323e9a8
Fixed dragging thru stairs being annoying as hell (this line of code made it impossible to carry a body thru stairs on ground level without holding Down all the time)
2017-12-05 21:38:07 +03:00
Joonas Rikkonen
1ff2054ca8
Converted the GetAttribute methods in the ToolBox class to extension methods
2017-10-04 18:38:40 +03:00
Joonas Rikkonen
49003c465c
Aiming syncing fix: aiming angle is calculated from the position of the shoulder towards the cursor (or a position within the collider that's roughly at the shoulder).
2017-07-18 18:33:30 +03:00
Joonas Rikkonen
64ad5e5003
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
Joonas Rikkonen
e15f5a881b
Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
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Conflicts:
Barotrauma/Barotrauma.csproj
Barotrauma/BarotraumaShared/Source/Characters/AI/AIController.cs
Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs
Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs
Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs
Barotrauma/BarotraumaShared/Source/Characters/Attack.cs
Barotrauma/BarotraumaShared/Source/Characters/Character.cs
Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs
Barotrauma/BarotraumaShared/Source/Characters/Limb.cs
Barotrauma/BarotraumaShared/Source/Events/MonsterEvent.cs
Barotrauma/BarotraumaShared/Source/Map/Explosion.cs
2017-06-30 21:02:52 +03:00
juanjp600
4d225c65f2
Updated to MonoGame 3.6 + Directory refactor
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- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00