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.
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+ 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
juanjp600
d2c17274fe
GUI elements now respect render order + some minor distance comparison optimization
2016-11-15 22:26:36 -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
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- 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
9154be4792
Flipping turrets & controllers, moved radar UI update to UpdateHUD
2016-10-05 16:54:05 +03:00
juanjp600
e318034a1a
Remove submarines markers from radar in combat missions
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This should make the mission type a lot more fun.
2016-09-27 19:42:15 -03:00
juanjp600
344947c3c4
Search and destroy mission
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Featuring ugly code
2016-09-26 22:09:06 -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
09782be231
- sonar shows the outlines of docked subs (instead of normal sonar blips)
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- 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
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
da98ade77c
- item sprites visible in fabricator menu
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- 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
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
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- 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!)
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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
Regalis
c5685db0aa
- handheld sonar
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- junction boxes, sonar monitors, navigation terminals and engines break down if they're underwater long enough
- reactor cools down if it's underwater
- job-specific gear are grouped by job in separate .xml files
2016-04-09 14:31:59 +03:00
Regalis
5120812adf
- fixed AICharacters being updated even if they're disabled
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- enemies can spot targets from further away if they've previously spotted the target
- physics bodies are immediately moved to the correct position if they're really far (instead of lerping)
2016-03-13 19:24:30 +02:00
Regalis
d713874bd6
Tweaked AITarget ranges: now it's possible to evade some monsters by stopping the sub and/or turning off noisy devices, AITarget ranges can be made visible by entering "ShowAITargets" in the console, misc cleanup
2016-03-12 21:35:21 +02:00
Regalis
d1580328ed
Some cleanup using ReSharper (mostly removing redundancies)
2016-03-12 15:32:34 +02:00
Regalis
8672a47a12
Taking structure offset from origin into account when spawning the sub, repairtool automatically targets last section if welding the second-to-last
2016-02-20 14:12:04 +02:00
Regalis
9cfbbb44ed
Fixed a bunch of sprites not being removed
2016-02-19 15:58:43 +02:00
Regalis
cd4e3a3d2a
Fixed password box not working, connecting powered items with multiple parallel wires works, velocity/depth indicators on nav, stuff
2016-02-18 21:09:10 +02:00
Regalis
bec6d95198
Server log, ai characters steer away from the abyss
2016-02-14 16:47:23 +02:00
Regalis
ebbcf8b835
Updating sonar/steering tickboxes to match received network state, graying out disabled tickboxes
2016-02-02 19:32:38 +02:00
Regalis
75b8e44d3c
Fixed wrappingwalls, fixed Level.GetCells returning the same cell multiple times, placing backgroundsprites based on level seed
2016-01-20 23:26:41 +02:00
Regalis
6c57c1270c
- CrewCommander key can be changed
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- Improved logic for teleporting character in/out the sub
- changed Turret.AIOperate to use the new coordinate system
- neutralballastlevel option in steering
- crewmanager UI works properly with different numbers of crew members
- fixed obstructvision "twitching" when moving in/out the sub
- resetting steering velocity when AI is waiting
- GetItem AIObjective ignores items outside the sub
- crew has the "dismissed" order by default
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2016-01-20 00:26:45 +02:00
Regalis
eb20af622d
Limb collisions can damage hull again, new UI for steering, sonar & reactor, fabricators can require more than one of each ingredient, timer for character imploding, AICharacter position syncing changes, watcher, commands can also be given to controlled character
2016-01-13 22:19:01 +02:00
Regalis
bc9ff32023
New pump & railguncont sprites, saving fixes (disappearing items fixed?), moving LightManager.ViewPos to railgun when aiming, generating waypoints outside sub, easier wire node editing, characters stand when using a controller, shiftsummary crew status scrolling, stuff
2016-01-04 01:03:37 +02:00
Regalis
cb1513f5e6
Lobbyscreen store fixes, sub name textbox & save button in sub editor, transitioncinematic on crew death, saving reactor state, radar marker position fix, minimap fix, button sounds, artifact positioning fix, better LegUp prevention method, some music clips when round ends
2016-01-03 01:13:32 +02:00
Regalis
8717a2259f
Fixed LobbyScreen item grouping & light.hullsInRange updating
2016-01-02 16:40:24 +02:00
Regalis11
b2d5704f7e
Round summary screen, GUIMessageBoxes disable other UI elements, renamed quests as missions
2015-12-23 22:18:02 +02:00
Regalis
e10bffde9b
Light rendering optimization
2015-12-19 16:02:05 +02:00
Regalis
af470eab2e
more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed
2015-12-17 18:26:40 +02:00
Regalis
04cfca0ede
Multiplayer fixes
2015-12-12 16:23:01 +02:00
Regalis
17e8a2171f
Progress + prettier ice walls
2015-12-12 13:44:05 +02:00
Regalis
c064c5eb50
Very unfinished attempt at changing the coordinate system to work relative to the level and to move the sub instead of the whole level
2015-12-03 19:42:11 +02:00
Regalis
cddf4f1bde
Sending NetTime at the start of a combined networkevent instead of individual networkevents, syncing itemcomponents for spectators, AICharacter importantentityupdates are sent again, misc bugfixes, some new heads
2015-11-20 17:12:33 +02:00
Regalis
4d949e3be1
Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)
2015-11-10 22:22:26 +02:00
Regalis
cd48d12be6
Setting ragdoll position without limbs going through walls, rotating entire ragdoll, using combined network messages client->server, fixed fabricators
2015-11-08 22:20:29 +02:00
Regalis
5a21d64b3a
FillNetworkData uses NetBuffer instead of OutgoingMessage
2015-11-04 20:21:34 +02:00
Regalis
963f46e7d1
Improved character movement lag compensation
2015-11-03 18:15:12 +02:00
Regalis
2a8939f6dc
tyuityuidfgh
2015-11-02 22:05:48 +02:00
Regalis
e4a048a54a
Removing the obstruction element without flickering, better looking (& working) radar
2015-11-01 22:10:31 +02:00
Regalis
bcc96cee97
Infinite wall fixes, pressure damage to sub, sub/mode voting & randomization working now, better ui scaling
2015-10-31 00:29:51 +02:00
Regalis
ebe248a7cc
Ragdoll raycast crash, holding items in correct angles, ghost wires, dropping items properly in editmapscreen, radar wont work without power, remove wire from connectors if its deleted
2015-10-26 01:46:52 +02:00
Regalis
b3462b24b4
Reliablesender exception handling, buttons crashing multiplayer, using screwdrivers/wrenches with left click, RestoreCollision exception handling, nerfed c4, UpdateLimbCollisionCategories fix
2015-10-23 00:10:27 +03:00