Commit Graph

144 Commits

Author SHA1 Message Date
Regalis
00bbd1d607 Sonar tweaking 2017-05-03 21:09:05 +03:00
Regalis
043c2fbc5e Moved TotalElapsedTime from GameMain to the Timing class 2017-05-03 19:15:43 +03:00
Regalis
1dad5d9bf4 Passive sonar: when not active, the sonar shows nearby sources of sound and a faint outline of the structures around them. Now it's much easier to monitor how much noise the sub is making and to hide from enemies.
+ Changed the visuals of the sonar a bit. The current rendering method is very inefficient though, todo: write a shader
2017-04-24 21:13:54 +03:00
Regalis
dc6ed7daf1 Separate component style for item UIs + option to select the style in the item config files, removed a bunch of hard-coded UI element color changes 2017-04-10 18:11:33 +03:00
Regalis
3844dd9dac GUIStyle logic changes: instead of having a predetermined GUIComponentStyle for each type of GUIComponent, any GUIComponent can use any style. The GUIComponent constructors take the name of the style as a parameter, and if no style is specified, the default style for the GUIComponent in question will be used. 2017-04-08 16:46:53 +03:00
Regalis
4d19d0afc1 Deconstructors & fabricators drop created items on the floor if there's no more room in the inventory, deconstructor doesn't reset the activation button after deconstructing an item if there are still more items to go 2017-03-23 18:55:39 +02:00
juanjp600
d6c292a2cc SharpFont + ScalableFont implementation
https://github.com/Robmaister/SharpFont

TODO: replace Code Bold.otf with the full version, fix any bugs, build on Linux, possibly move ToolBox string wrapping and limiting logic to ScalableFont class for better results.
2017-03-07 13:44:42 -03:00
Regalis
d50eba55a6 Fixed controller.userPos being recalculated incorrectly when flipping the sub (due to userPos being relative to the center of the item since commit 49d4108e) 2017-02-21 20:24:02 +02:00
Regalis
49d4108eeb Fixed character colliders sinking/floating away when using a railgun controller underwater 2016-12-28 19:56:52 +02:00
juanjp600
5922fc972d Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma 2016-11-15 22:26:46 -03:00
juanjp600
d2c17274fe GUI elements now respect render order + some minor distance comparison optimization 2016-11-15 22:26:36 -03:00
Regalis
184c6858cd Removing orphans in PathFinder.GenerateNodes, fixed autopilot steering the wrong way if clicking an already selected destination tickbox 2016-11-15 20:48:52 +02:00
Regalis
c2098f06f8 Removed a redundant DrawRectangle method & redundant sub visibility culling in GameScreen 2016-11-12 18:29:39 +02:00
Regalis
9b29c52a1b Removed redundant data from AICharacter update messages, fixed startlocation name being shown for endlocation on nav terminals 2016-10-31 21:01:01 +02:00
Regalis
eb2c51c2f1 Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method) 2016-10-31 20:50:20 +02:00
Regalis
72178d4b1f Fabricator UI shows item descriptions and items that can't be fabricated are grayed out, added a couple of new fabricable items 2016-10-28 19:47:45 +03:00
Regalis
48c07cfce5 - doors aren't ignored when checking visibility during waypoint generation or when finding a starting node for a path
- AICharacter will mark their path unreachable if their path is blocked by a door they cant open (may happen if someone closes the door after calculating the path)
- fixed exception when creating a Steering component when there's no active GameSession (i.e. in the editor)
2016-10-27 21:18:45 +03:00
Regalis
282611d0cc Limiting too long location names in navigation terminals & end shift button 2016-10-26 19:48:39 +03:00
Regalis
980f8e0d33 - option to select which location autopilot navigates towards
- generating "dummy locations" for the MP gamesessions (visible in sonar and mission descriptions)
- EndGame network message tells the clients if the mission was successful (because the message may arrive before the sub has reached the exit or before some character has died at the client's end)
2016-10-26 19:22:40 +03:00
Regalis
641e579e92 Backported animcontroller-overhaul 2016-10-22 15:18:16 +03:00
Regalis
9154be4792 Flipping turrets & controllers, moved radar UI update to UpdateHUD 2016-10-05 16:54:05 +03:00
Regalis
ffc6782025 Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain) 2016-10-04 19:54:17 +03:00
juanjp600
e1296e4a8e Backported vsync changes from new-netcode, WIP hull visibility culling
The hull culling functions are there, they just aren't being used right now because there are some annoying bugs.
2016-10-02 22:24:31 -03:00
juanjp600
f6b82eb095 Some progress on flipping subs
Press crouch to flip every sub in the map, texture alignment breaks and physics items vanish, but other than that it's working.
2016-09-29 22:20:15 -03:00
juanjp600
e318034a1a Remove submarines markers from radar in combat missions
This should make the mission type a lot more fun.
2016-09-27 19:42:15 -03:00
juanjp600
344947c3c4 Search and destroy mission
Featuring ugly code
2016-09-26 22:09:06 -03:00
juanjp600
d537e8795a Replace '' (two single quotes) with \" (double quote)
We must correct post-traumatic Blitz disorder
2016-09-24 21:26:08 -03:00
Regalis
0265d075a5 Possible to zoom out further when debugdraw is on, vents don't replenish oxygen when underwater, monster missions & events ignore spawnpoints that are too close to the main sub 2016-09-14 20:25:09 +03:00
Regalis
1f7bf250b5 asdfasdf 2016-09-08 21:26:15 +03:00
Regalis
4bf01aeba7 Improved MiniMap: shows hull integrity and oxygen levels, and can be configured to only show oxy/water data if the rooms have detectors in place
+ itemprefab "aliases" (allows changing item names while keeping backwards compatibility with older sub files)
2016-09-08 20:21:55 +03:00
Regalis
7be5474617 Autopilot tweaking 2016-09-08 20:14:57 +03:00
Regalis
e61e40547b Improved autopilot 2016-09-06 19:14:27 +03:00
Regalis
6c5452570e More sanity checks to make sure clients aren't doing something they're not allowed to:
- AICharacter, hull, structure and submarine updates from clients are ignored
- character updates from anyone else than the client controlling the character are ignored
- players can't pick/drop items from anyone else's inventory (unless the target is unconscious/stunned/cuffed)
- server has authority over reactor temperature
2016-08-16 17:56:33 +03:00
Regalis
0602bb6154 Dockingport power wire is connected to a free wire slot instead of the last slot, submarines above the top of the level (i.e. respawn shuttle) aren't shown on sonar, underwater scooter for each respawned player 2016-08-13 21:35:52 +03:00
Regalis
c773320a55 Autopilot can avoid other subs, characters won't go outside in idle state 2016-07-28 21:45:35 +03:00
Regalis
2490c0eb9d - fixed Submarine.MainSub not being set in tutorialmode
- controllers can effect view distance (-> longer railgun view dist)
- fixed removeitem messages not being sent when a fabricator destroys an item
- changes to depth damage logic: structures won't take damage until the pressure is above the health of the hull (i.e. weaker structures break first, subs with no windows can go deeper)
2016-07-25 18:38:50 +03:00
Regalis
09782be231 - sonar shows the outlines of docked subs (instead of normal sonar blips)
- fixed lights not being removed if the same explosion is triggered again before the previous one is finished
- fixed electrical shocks from junction boxes stunning nearby players (and not just the player using the jb)
- showing restart timer as mins + secs
- more server settings
2016-07-25 18:30:13 +03:00
Regalis
b81417ad16 Characters can be left behind in levels and they will stay there until the player returns, other subs visible in sonar 2016-07-20 17:13:34 +03:00
Regalis
19915fc4e5 - server log and item lists in editor can be filtered
- changes to item highlighting logic (easier in cramped subs)
- sub name/description boxes and selected items are reset when leaving the editor
2016-07-06 18:10:22 +03:00
Regalis
dc7956274c - camera follows the closest sub
- WIP "respawn shuttle"
- submarine size affects its mass
- electricity fixes
2016-06-18 14:46:40 +03:00
Regalis
ee2d817e6b "Shifting" entity IDs to prevent them from overlapping between different subs, loading another submarine now works without crashing 2016-06-10 20:53:35 +03:00
Regalis11
41569675f3 Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures) 2016-06-09 18:34:43 +03:00
Regalis
c77060d485 Fixed vents, more powerful oxygen generators in vanilla subs 2016-05-30 18:25:50 +03:00
Regalis
da98ade77c - item sprites visible in fabricator menu
- deth charge rotation fix
- sonar tweaking (ruin walls look slightly different from cave walls)
- connector sprite positioning fix
- repairtool is active when in use
2016-05-25 16:18:02 +03:00
Regalis
b4af92ace2 Small optimization: items have a list of components that have to be drawn 2016-05-24 21:17:38 +03:00
Regalis
ed529052a2 - relaycomponent inherits from powertransfer, so that they're included when calculating the load/power for the grid
- deactivated powertransfer components don't carry power
- fixed reactor graph lines going over the graph if load > 10 000
2016-05-24 19:17:42 +03:00
Regalis
aaa84ef4ac The wall at the top of the level is visible in sonars 2016-05-11 20:23:03 +03:00
Regalis
09e8b8b9c6 - RepairTools work for structures that are outside the submarine
- Ruins are visible in sonar
- Fixed ruin generation algorithm occasionally creating too narrow rooms and placing corridors so that they're blocked by corners of a room
- Fix for wall textures being misaligned for map cells with no physics body
2016-05-03 00:14:52 +03:00
Regalis
d3ab7946a8 Using ToLowerInvariant instead of ToLower (the game works for Turkish players now!)
http://www.moserware.com/2008/02/does-your-code-pass-turkey-test.html
2016-04-27 17:14:09 +03:00
Regalis
e271873a43 Autopilot uses submarine position as a "reference position" (instead of the position of the nav terminal), radar display bugfix, ragdolls aren't teleported outside the sub if they're in a tiny gap between hulls (e.g. passing through a broken wall between rooms) 2016-04-20 17:28:20 +03:00