Joonas Rikkonen
04834f9f7f
Background sprites can be set to spawn on the sea floor, particle emitters can be attached to background sprites
2017-08-20 19:07:07 +03:00
Joonas Rikkonen
a6689b894d
Map generation tweaking: some biomes are placed at the center of the map, some at the center and some randomly.
2017-08-20 13:20:23 +03:00
Joonas Rikkonen
8e71b4b828
Ocean floor is visible on sonar
2017-08-16 19:09:51 +03:00
Joonas Rikkonen
52a52cdfc7
Level biomes (basically a way of categorizing level generation parameters). The single player map is now divided into biomes, meaning that specific types of levels are generated at different areas of the map.
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TODO: more variety between biomes, assign the map biomes in a less random way (e.g. splotches of easier biomes connected by more dangerous ones, very dangerous biomes at the edges of the map...), option to select the biome in MP?
2017-08-15 22:43:58 +03:00
Joonas Rikkonen
9c372137bd
Added randomly generated ocean floors. Atm the bottom is too deep to reach in most levels and there's not much to explore down there, but the plan is to have some levels where the bottom or some of the bottom formations are reachable (because we need hydrothermal vents!).
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Ice walls also use vertex colors now, could be used to add some cosmetic variety to the levels.
2017-08-15 19:20:21 +03:00
Joonas Rikkonen
4d40f5d483
Submarines, items and characters that reach a depth of 300,000 units (~4000 m) are automatically disabled. Avoids the unnecessary cost of updating entities that are way too deep to be reached by anyone.
2017-08-13 20:00:18 +03:00
Joonas Rikkonen
0159cc3f25
Submarine position syncing fix:
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The position correction logic only moved the submarine that's being synced and the subs docked directly to it, but not the subs docked to the docked subs. This caused severe physics issues with some specific subs, for example mirrored HSE Kullervo Carriers tended to get launched downwards at a game-breaking speed.
2017-08-07 23:14:25 +03:00
Joonas Rikkonen
3b6630562c
Fixed ruin generator attempting to create walls with a negative width/height if a wall gets placed inside another room with either end of the wall exactly at the edge of the room (example seed: cBLgZ2im).
2017-08-02 18:02:02 +03:00
Joonas Rikkonen
50fc576840
When a submarine collides with something, impacts are also applied to docked subs
2017-07-16 16:48:59 +03:00
Joonas Rikkonen
bd4c7d68d0
Fixed endless messagebox spam when the controlled character turns into a husk, fixed an index our of range exception when merging firesources
2017-07-09 16:17:44 +03:00
Joonas Rikkonen
d4b58e16b9
Fire & explosion decals
2017-07-08 18:30:07 +03:00
Joonas Rikkonen
4d2e7c33b1
Decal system (TODO: add decals for explosions and fire), moved some of the client-specific Hull update logic to the client project
2017-07-06 21:38:32 +03:00
Joonas Rikkonen
64ad5e5003
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
Joonas Rikkonen
2e2249bbf9
Fixed wall rendertriangle generation
2017-07-03 21:26:50 +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