Commit Graph

1809 Commits

Author SHA1 Message Date
juanjp600
064c8da7e7 Unknown object headers will now crash the game with a copy of the previous object to be read 2017-12-21 20:26:33 -03:00
juanjp600
c593fdb7c6 Minor networking fixes
- Don't spam the shit out of status updates (TODO: send update
immediately on drastic changes)
- Fixed some potential message misreading
- Readded homoglyph name comparison
2017-12-21 16:00:04 -03:00
juanjp600
40a46f96e2 Fixed LOS not going red + Fixed additive particles not looking right at all 2017-12-20 20:47:17 -03:00
juanjp600
07626a1989 Merge branch 'master' of https://github.com/Regalis11/Barotrauma
Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
2017-12-20 19:46:53 -03:00
juanjp600
7a413aee93 Optimized GameScreen.DrawMap
- Downscaled lightmap, since blurring will make this unnoticeable anyway
(TODO: make this optional)
- Render LOS in fewer passes by using a shader
- Use light volume to calculate LOS
- This also means we can use the override texture to render the diving
suit obstruct effect
- Don't render bunks and labels onto LOS background (TODO: add the
option to render back into the LOS background, i.e. just use
multiplicative blending as if it was the lightmap)
- Prefer SpriteSortMode.Deferred over all others, prefer
SamplerState.LinearClamp/PointClamp over all others
- Remove shader blur in favor of geometry blur (TODO: improve on this
further, right now it has a few artifacts)
- Trim light volumes
- Do some weird shit with the background particles (use DrawTiled
instead of relying on SamplerState.LinearWrap, because that's faster
somehow :/ )
- Pressing up/down in the console only returns a typed command now
2017-12-20 19:41:23 -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
Joonas Rikkonen
dde320b387 Merge pull request #101 from Crystalwarrior/moRags
Body shoulder-grab, better CPR anims, CPR and Crit overhaul!
2017-12-20 19:37:38 +02:00
Joonas Rikkonen
ce37411a29 Merge branch 'permission-overhaul'. Closes #49
Conflicts:
	Barotrauma/BarotraumaShared/Source/DebugConsole.cs
	Barotrauma/BarotraumaShared/Source/Networking/ChatMessage.cs
2017-12-20 19:36:17 +02:00
Joonas Rikkonen
b3c3970209 Server responses to clients using console commands ("granted permissions to client", error messages, etc) are displayed in the client's debug console instead of the chat box. Client command usage is included in server logs. 2017-12-20 19:18:32 +02:00
Joonas Rikkonen
91699b26a6 Giveperm and revokeperm commands work correctly now when used by clients 2017-12-20 18:58:27 +02:00
Joonas Rikkonen
3e4d2c5a8a Fixed incorrect positioning of debug console question prompts. The ShowQuestionPrompt method used to take the last textblock in the console and consider that as the question prompt text, even though the text had only been queued and the actual GUITexblock hadn't been instantiated yet. 2017-12-20 18:57:42 +02:00
Joonas Rikkonen
0204bc2c49 Added permission presets (or ranks). Current presets are none (no special permissions), moderator (round management & kicking) and admin (almost everything permitted). 2017-12-19 22:27:07 +02:00
Joonas Rikkonen
0a8c79c1cb Fixed exceptions in GUIListBox.Select if any of the children have null userdata, option to add tooltips to GUIDropDown items 2017-12-19 22:22:42 +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.
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
Joonas Rikkonen
d03dd40336 Fixed item GUIMessages overlapping with each other 2017-12-19 18:11:47 +02:00
Joonas Rikkonen
b7b747d674 Merge branch 'master' of https://github.com/Regalis11/barotrauma 2017-12-19 17:31:08 +02:00
Joonas Rikkonen
4ce4b0a934 Fixed submarines bouncing on characters submarines that are laying on the ocean floor. Not a very realistic way to handle the collisions - the sub just stops as if it had collided with the level walls (making it seem as if the characters were made of concrete), maybe make the collisions gib the character?
Closes #152
2017-12-19 17:30:08 +02:00
Alex Noir
3b65802a95 Fix issue #97 by allowing stunned people to sustain bleed + oxygen damage as well as handling crit health effects differently 2017-12-19 15:25:01 +03:00
Juan Pablo Arce
c87a582f21 Added smallitem tag to Revolver
It makes sense to be able to place it in containers IMO.
2017-12-18 19:41:34 -03:00
Joonas Rikkonen
eedc3ffe49 Fixed submarines bouncing on other submarines that are laying on the ocean floor (see #152). + Reduced the cap of ice and structure damage particles per impact.
TODO: the same thing for characters (and items?)
2017-12-18 20:23:03 +02:00
Joonas Rikkonen
65fb67df54 Inventory.FindItem takes the aliases of the items into account (-> possible to change item names without breaking crew AIs and the tutorial) 2017-12-17 22:40:30 +02:00
Joonas Rikkonen
33f0b1c967 Character.DisplayName looks at the Card slot directly instead of finding the first ID card in the inventory and seeing if it's in the Card slot. + reduced nesting 2017-12-17 22:38:21 +02:00
Joonas Rikkonen
26503a975c Fixed sub->sub and outside->sub visibility checks when determining name tag visibility. 2017-12-17 22:34:24 +02:00
Alex Noir
3343185e9f Make radios drain battery when idle so they're no longer infinite when not equipped in face slot
Reduce drainage rate due to original drain rate being too quick though
However: radios will still drain battery even when dropped or put in a locker. This could be solved by either implementing a conditional into .xml which would check if a character exists,
orrrr by adding a toggle in-inventory button,
orrrr by allowing a third "toggle" param for booleans e.g. "OnUse" IsActive="toggle"
2017-12-17 23:25:17 +03:00
Alex Noir
e5c49d929d Fixed ragdolling and grab-type switching in singleplayer 2017-12-17 23:13:50 +03:00
Alex Noir
9e307d8302 Merge branch 'master' into moRags 2017-12-17 22:58:16 +03:00
Joonas Rikkonen
6127bb473d - Moved character nametag visibility culling to the update method (doesn't make sense for the update rate to be tied to rendering framerate).
- Name tags on characters that are outside the camera view are automatically hidden to avoid the costly visibility checks.
- If the controlled character or the target has no head, the visibility check is done based on the position of the torso.
- Fixed sub->outside visibility checks.
- Fixed invalid attributes in the flashlight config.
2017-12-17 21:47:03 +02:00
Alex Noir
1e5b25bd1a Merge branch 'master' into moRags 2017-12-17 22:41:45 +03:00
Joonas Rikkonen
62bb5119ab Merge branch 'master' into coolthings 2017-12-17 21:11:42 +02:00
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
Alex Noir
041d1112b8 Added a timer to the raycasts so it's not screwing over performance too hard 2017-12-17 21:35:19 +03:00
Joonas Rikkonen
e35fe18662 Carrier's "dummy limb" with a light source cannot be severed. Closes #154 2017-12-17 19:33:53 +02:00
Alex Noir
714b52dce8 Fixed several sound-related issues that have been bothering me for ages, e.g.
* Sounds not playing when the structure is fully destroyed
* Glass windows using wrong sound effects
* Only one glassBreak sound was used despite there being 3
2017-12-17 18:05:05 +03:00
Alex Noir
0eacbce313 Tweaked crowbar to be a powerful two-handed weapon instead 2017-12-17 16:32:25 +03:00
Alex Noir
6b8bd59656 Let mechanics spawn with crowbars 2017-12-17 15:52:48 +03:00
Alex Noir
a620b06831 Play a loud sound when the door is crowbarred open so everyone is alerted! (Security should know when someonoe is breaking into places without ID card)
TODO: use bump.ogg when wrenching/crowbarring is initiated
2017-12-17 15:49:16 +03:00
Alex Noir
4f7c805a9c Hide character names/health/etc. if you can't see their head or it doesn't exist.
TODO: use Line of Sight instead of CheckVisibility
2017-12-17 15:17:15 +03:00
Alex Noir
d5e409bfff Increase muffling effects with obstruction for spoken speech (barely affects radio chat and wifi components, however it does add extra 100f range to the distance)
Decreased required muffling to 0.3f
Added an "obstructionmult" to intensify speaking obstruction effects
2017-12-17 14:55:35 +03:00
Alex Noir
828bde6f04 Make flashlight's idle holding position similar to that of oxygen/welding tanks so you can still use them unaimed 2017-12-17 14:18:30 +03:00
Alex Noir
0ce9acb76a fix things 2017-12-16 21:45:30 +03:00
Alex Noir
8ab97af456 Allow sub makers to alter the ID Card's description property on spawn points 2017-12-16 21:30:18 +03:00
Alex Noir
9a91480256 Expose Description to Sub Editor so you can do things like create spare ID cards or w/e 2017-12-16 21:09:02 +03:00
Alex Noir
af53449d2d Update the size of tools.png to 64x128 as according to juanjp600, powers of two for sizes are more efficient due to memory alignment or something. 2017-12-16 20:38:27 +03:00
Alex Noir
bdeb3a19fd Updated server logs so admins can see disguised persons
clientist should also display stuff
TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
2017-12-16 20:24:24 +03:00
Alex Noir
bd646fb23e Implements identity system! If your mask hides your face (e.g. oxygen mask, clown mask and diving suit), the game will either use the name of the ID card owner in your ID card slot or will give you a "?" name.
This only affects "DisplayName". The reason why I can't completely override the .Name for the client from server is due to how crew manifest and CharacterInfo classes are handled - it would require a major rework of many Character-related systems and interactions to truly make this "hack-proof".
Server hosts will have to stay on their toes I guess.
2017-12-16 19:52:25 +03:00
Alex Noir
eb92242a8c Port over changes from 9ad9a65f1e 2017-12-16 17:26:54 +03:00
juanjp600
1cb39f7fd5 Fixed some inconsistencies and oddities in physics-handling code
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
9ad9a65f1e If a saved ItemComponent doesn't define required items, the ones defined by the item prefab are used instead 2017-12-15 16:15:31 -03:00
juanjp600
b966b38485 Merge branch 'master' of http://github.com/juanjp600/Barotrauma 2017-12-15 15:03:19 -03:00
juanjp600
5f5efa7a36 Fixed GUIComponent rects blocking input in the sub editor + Added Windows preprocessor directives 2017-12-15 15:02:40 -03:00