Joonas Rikkonen
080ac78ded
(5c35a640e) Update tutorial-rework with dev
2019-03-27 20:52:47 +02:00
Joonas Rikkonen
47b16f4f9e
(9f4948c63) Fixed: Welcome text size. Added: Using enter / escape to close both videoplayer and infobox to prevent errors when quitting while these are active
2019-03-27 20:52:30 +02:00
Joonas Rikkonen
b66bdb6da4
(a7d754a40) Fixed: ContextualTutorial not resetting properly when quitting a single player campaign session and starting a new game after. Added: Forced on for contextual tutorial when the selected sub is 'PAX'
2019-03-27 20:52:16 +02:00
Joonas Rikkonen
018fcb0fa0
(65082ada7) Changed some tutorial text titles
2019-03-27 20:52:01 +02:00
Joonas Rikkonen
c0192ad19b
(fd98de428) Merge branch 'tutorial-rework' of github.com:Regalis11/Barotrauma-development into tutorial-rework
2019-03-27 20:51:47 +02:00
Joonas Rikkonen
5a620ec60d
(771621c77) Added: Delays for medical & flooding tutorials, resetting of injuredmember when starting again
2019-03-27 20:51:33 +02:00
Joonas Rikkonen
723df67f6f
(f68ad6ccc) Minor changes to tutorial texts
2019-03-27 20:51:17 +02:00
Joonas Rikkonen
0f405512b2
(69e52eea2) Fixed: Tutorial not resetting properly on retry
2019-03-27 20:51:03 +02:00
Joonas Rikkonen
8b5e18c348
(edf82e6ca) Modified: VideoPlayer video position, medical objective completion, saving segment when objective is completed
2019-03-27 20:50:50 +02:00
Joonas Rikkonen
91e87e8b74
(f9949667c) Modified: Default video resolutio multiplied by 1.5, default text width for video set to 450
2019-03-27 20:50:35 +02:00
Joonas Rikkonen
ff20f7f374
(936119c69) Fixed: Aligning problems when an objective is removed, crashing when EnemyOnSonar is triggered, dead monsters still counting for EnemyOnSonar, ReactorCommand objective to complete when the order is given.
2019-03-27 20:50:21 +02:00
Joonas Rikkonen
3b8aeb27c5
(aefc763e9) Changed tutorial navconsole text and fixed tag
2019-03-27 20:50:07 +02:00
Joonas Rikkonen
69852a141e
(6840c9114) Set the objective frame to be drawn behind other gui elements. TODO: test and complain if doesn't work ;)
2019-03-27 20:49:53 +02:00
Joonas Rikkonen
5c324a6de9
(4ad359147) Fix an index out of array exception when trying to set the update order (draw order) while the updateList contains no elements.
2019-03-27 20:49:38 +02:00
Joonas Rikkonen
632dce88c0
(cba4939e3) Formatting
2019-03-27 20:49:24 +02:00
Joonas Rikkonen
2cdc7ce5f3
(57c934c4b) Added: Padding for video text, missing xml elements for titles, instructions.
2019-03-27 20:49:10 +02:00
Joonas Rikkonen
179b17e9aa
(093cf0b49) Merge branch 'tutorial-rework' of https://github.com/Regalis11/Barotrauma-development into tutorial-rework
2019-03-27 20:48:56 +02:00
Joonas Rikkonen
68aa95a5df
(351e4f8b8) Added: hiding of objectives via button
2019-03-27 20:48:42 +02:00
Joonas Rikkonen
a90ce22107
(8be88da45) Included videos in project, added them to xml
2019-03-27 20:48:29 +02:00
Joonas Rikkonen
27efec90c9
(ef6d724ea) Fixed: Invalid pathname when triggering a video for the first time
2019-03-27 20:48:13 +02:00
Joonas Rikkonen
7140151882
(c9b5d70ff) Removed: Hardcoded video path
2019-03-27 20:47:58 +02:00
Joonas Rikkonen
12f963d2a5
(094e3b371) Merge branch 'tutorial-rework' of https://github.com/Regalis11/Barotrauma-development into tutorial-rework
2019-03-27 20:47:44 +02:00
Joonas Rikkonen
37f44b87fa
(43425b834) Added: Video looping, replaying, pre-video text
2019-03-27 20:47:30 +02:00
Joonas Rikkonen
cf49c179dc
(34c324230) New tutorial videos
2019-03-27 20:47:15 +02:00
Joonas Rikkonen
e65b688edd
(44ca39e16) Added: Escaping the video player via enter, multiple objective tracking & removing
2019-03-27 20:46:58 +02:00
Joonas Rikkonen
474099732b
(f8525130a) Added: Objective tracking, UI changes.
2019-03-27 20:46:44 +02:00
Joonas Rikkonen
a939cdef91
(a58bf1e5d) Added: Fonts, layouting to video with objective
2019-03-27 20:46:27 +02:00
Joonas Rikkonen
bbfb472122
(ed863473d) Added: New tutorial content & UI
2019-03-27 20:46:13 +02:00
Joonas Rikkonen
7ea3e1b20c
(9801d8289) Added: Handling of error cases when video is not found
2019-03-27 20:45:58 +02:00
Joonas Rikkonen
556d86ed4f
(bce1100e8) ClientCode.projitems update
2019-03-27 20:45:45 +02:00
Joonas Rikkonen
ff4ecd15b3
(c7ebe3cdb) Fixed: Old TextManager.Get call
2019-03-27 20:45:30 +02:00
Joonas Rikkonen
3f82c9a2cb
(f417b026f) Fetched: Changes for playing video tutorial from local branch
2019-03-27 20:45:14 +02:00
Joonas Rikkonen
05cc34afd8
4d2bcb1...1473f77
...
commit 1473f77ba0c85b80d48dce3e0fca809a9d5da98c
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Fri Mar 22 12:39:03 2019 +0200
Server automatically ends rounds if there have been no players alive in 60 seconds and respawning is not allowed during the round. Otherwise campaign rounds can get "bricked" if all the clients die/disconnect and there's no-one who's allowed to manually end the round. Closes #1319
commit 7096983fb10e48c2866393d30420bfaa79a0719b
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Fri Mar 22 12:03:10 2019 +0200
Some extra error logging in an attempt to diagnose #1327 (seems that the server is trying to start a campaign round after the campaign has been disposed and another game mode selected).
commit 2d7a3be83cd8865869837879b965fa9aeb046042
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Fri Mar 22 10:53:08 2019 +0200
Use null as the rotation and angular velocity of a character's collider in network state buffers if the collider is set to a fixed rotation (i.e. when standing). Previously the _current_ rotation and angular velocity was used if the server didn't send the values, which caused the collider to "wobble" when getting up from the ground, because the clients used the current rotation and angular velocity to determine if their predicted state is correct, even though they should've been using past states (or rather, not attempting to correct at all because both the rotation and ang velocity should be 0 when the rotation is fixed).
commit 2e2fd7078798703bc5d6ae398f75fa580ecca566
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Thu Mar 21 22:44:11 2019 +0200
Disabled kicking clients out of the server if their Steam auth becomes invalid after they've already been authenticated. Got some reports from players about this occasionally happening for no apparent reason, and I don't see the need to kick the clients if they've already been successfully authenticated during that session.
2019-03-22 14:01:25 +02:00
Joonas Rikkonen
63eb4d64e5
f8b0295...0671290
2019-03-18 23:30:58 +02:00
Joonas Rikkonen
3301bed442
409d4d9...aeafa16 (merge human-ai)
2019-03-18 22:52:17 +02:00
Joonas Rikkonen
044fd3344b
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Joonas Rikkonen
6c0679c297
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
Joonas Rikkonen
86df5f6b1a
Physics error checks & logging
2018-07-30 14:31:30 +03:00
Joonas Rikkonen
2c6535b1f2
PhysicsBody error messages are only shown in the console when verbose logging is on.
2018-07-23 22:52:24 +03:00
Joonas Rikkonen
25a62b3a51
More physics error checks, ragdoll clamps the velocity returned by PhysicsBody.CorrectPosition to prevent applying excessively high velocities to the collider if the position has changed significantly between frames
2018-07-23 17:58:02 +03:00
Joonas Rikkonen
0728784b8b
Added invalid value checks to PhysicsBody property setters & item.SetTransform, checking for excessively large values
2018-07-22 17:58:17 +03:00
Joonas Rikkonen
faf0a87cfa
Added a bunch of error checks to physicsbody-manipulating code
2018-07-20 16:33:12 +03:00
Joonas Rikkonen
395ca3c5c2
Removed debug code from PhysicsBody.ApplyLinearImpulse
2018-04-18 17:27:06 +03:00
Joonas Rikkonen
c6f3d0c1b8
Attempt to fix characters occasionally getting launched out of the sub at lightspeed when the sub crashes into something (even if the impact doesn't appear to be that hard): impacts don't increase the velocity of the characters above 20 units/s.
2018-04-18 17:24:10 +03:00
Joonas Rikkonen
a2c898150e
Item.SetTransform uses SetTransformIgnoreContacts to set the position of the physics body if the body is disabled. No need to update contacts when moving disabled items such as wearables.
2018-02-13 13:54:09 +02:00
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
juanjp600
72e42bd257
Added try-catch to PhysicsBody.Enabled setter
...
Hopefully this should help us track down what's causing this exception
2017-12-04 20:32:22 -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
362428280a
Multiple particle emitters can be be attached to a background sprite, hydrothermal vents push characters and subs upwards, tweaked hydrothermal smoke particles & trigger positioning
2017-08-26 17:07:13 +03:00
Joonas Rikkonen
1a12f46708
All remaining physics bodies are removed at the end of submarine unloading (freeing debug bodyShapeTextures, etc). -> LevelTrigger bodies don't have to be removed separately during unloading
2017-08-24 20:30:10 +03:00