Commit Graph

1187 Commits

Author SHA1 Message Date
juanjp600 7a3bce3973 Hull volume helper in editor + Character name matches client name + Better-looking Watcher light source
Also '' is a thing of the past, use \" instead
2016-11-20 18:47:22 -03:00
juanjp600 2d6196b5f0 Trim spaces from name
Some troll exploited this on Landon's public server, so here's a fix.
2016-11-19 22:15:58 -03:00
Regalis 6ca605aa57 Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma 2016-11-18 18:48:10 +02:00
Regalis 8c90fd1774 Doors push colliders away when closing, small human standing anim tweak 2016-11-18 18:47:58 +02:00
juanjp600 a4ebb116c0 Fixed falling damage 2016-11-17 15:35:15 -03:00
Regalis a4f00310dc "Floor check" raycasts ignore platforms/stairs based on the bottom pos of the collider instead of the lowest limb, fixed IndoorsSteeringManager node diff checks 2016-11-17 20:00:03 +02:00
Regalis 089b0dbcee Water slows down players based on the depth of the water relative to the bottom of the collider 2016-11-17 19:16:30 +02:00
Regalis bded421366 Added colliderHeightFromFloor to a few places I missed, some more human collider tweaking, correcting collider y position faster 2016-11-17 19:06:12 +02:00
Regalis adece20072 Collider height from floor can be changed in the xml files, moved human collider a bit higher to allow climbing over roughly waist-high obstacles 2016-11-17 18:06:43 +02:00
juanjp600 c25ea7c75f Fixed collider not taking previous Submarine value on index change 2016-11-16 22:06:10 -03:00
juanjp600 b68be44864 Fixed ragdoll position not being offset on ladder 2016-11-16 21:44:08 -03:00
juanjp600 7a33f5c120 Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
# Conflicts:
#	Subsurface/Source/GameSession/GameSession.cs
2016-11-16 21:32:22 -03:00
juanjp600 fac0c850a5 Changes to collider behavior
The collider now levitates above the ground, which makes small obstacles a non-issue. The raytest also helps the collider stick to staircases, so players don't jump off anymore.
Crouching now changes the collider to a smaller version, so now there is actual functionality to crouching.
I also removed the anchor from corpses of network players. I'm not entirely sure why this was done, but removing it doesn't seem to break anything.
2016-11-16 21:30:49 -03:00
Regalis 1c206e1730 Adding CrewManager to GUIUpdateList in single player mode 2016-11-16 21:40:13 +02:00
Regalis 16cf9f6c81 Handling exceptions in particle update, gamesession UI order fix, traitor setting loading fix 2016-11-16 20:14:14 +02:00
Regalis d37bad2d44 Wire sections are updated after flipping, made the wire node list private and added public methods which ensure that sections are updated when modifying nodes 2016-11-16 18:41:32 +02:00
Regalis 3bd635e3d4 derp 2016-11-16 17:40:12 +02:00
Regalis f8d2bb4e2a Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma 2016-11-16 17:37:43 +02:00
Regalis 5b99f9e35e Saving server info box & traitor settings 2016-11-16 17:36:38 +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 642a1bdd54 Disabled the "infinite walls" at the edges of the level (don't work correctly with multiple subs), the barrier at the top of the level can't be passed through when outside the borders of the level 2016-11-15 19:56:00 +02:00
Regalis f7a9a77721 Some debug assertions to help figure out the cause for the body.FixtureList==null & GetHullsInRange crash reports 2016-11-15 19:53:25 +02:00
Regalis dd5eb69875 Fixed respawned characters getting a different team ID than the rest of the characters (causing them to be displayed as a separate team in the crew menu) 2016-11-14 20:09:37 +02:00
Regalis 3c57b9d945 Fixed particle velocity being set to { NaN, NaN } if drag is applied when velocity is almost zero 2016-11-14 18:16:30 +02:00
Regalis 335bf00890 Entity removal fixes 2016-11-14 17:52:26 +02:00
Regalis 0c9a55e9e0 - server doesn't create a new EntityEvent if there's a duplicate event waiting to be sent
- hull, radar, steering & pump syncing
2016-11-14 16:58:21 +02:00
Regalis b86231170f Fixed selectionrect becoming active when moving entities in the editor, null check in ConnectionPanel.UpdateHUD 2016-11-14 16:29:15 +02:00
Regalis 44d87613b9 - setting SelectedConstruction back to null if a client is too far from it (-> selecting items doesn't become impossible after selecting a cabinet/reactor/whatever and moving away from it)
- closestItem or closestCharacter aren't checked unless the client pressed Select
2016-11-13 21:13:18 +02:00
Regalis 3d234aef73 Sending NetEntityEvents from client to server, ItemComponent class doesn't implement the INetSerializable interfaces (only the derived classes do), reactor syncing 2016-11-13 19:34:23 +02:00
Regalis 724172fe7c Server doesn't attempt to resend unacked EntityEvents until Connection.AverageRoundTripTime has passed 2016-11-13 14:45:00 +02:00
Regalis 498c72c64a Server sends ServerEntityEvents to clients, NetEntityEvents can contain an object array which will be passed to the serializable entity (now only used for ItemComponent indices) 2016-11-13 13:56:48 +02:00
Regalis c314b37029 Some classes for syncing entity state changes. Similar to the NetworkEvents in the old netcode, but the logic is split into separate classes which prevent the server from reading updates for entities that aren't IClientSerializable.
todo: add NetEntityEventManagers to server & client, some logic to prevent sending events that don't need to be sent (e.g. duplicate event state updates)
2016-11-12 20:56:06 +02:00
Regalis c2098f06f8 Removed a redundant DrawRectangle method & redundant sub visibility culling in GameScreen 2016-11-12 18:29:39 +02:00
Regalis 0353732e7e Fixed highlighting items when highlighting a wire in a connection panel 2016-11-12 18:27:35 +02:00
Regalis 7fa660d38e Wires can be cloned and moved if both items it's connected to are selected 2016-11-12 15:51:46 +02:00
Regalis d403b38440 Hull, Gap & WayPoint cloning, equipped items are removed when switching from character mode to wiring or mode or vice versa 2016-11-12 15:44:02 +02:00
Regalis 0aa4b7a93d Copy, paste & cut functionality in the editor 2016-11-11 17:58:14 +02:00
Regalis e6b2919877 Items/structures can be copied by holding ctrl in the editor 2016-11-11 17:37:03 +02:00
Regalis 96cedd67f1 ItemComponents that don't implement the IDrawableComponent interface can't be added to the list of drawable components, pickTimer is ignored when deattaching items from the walls in the editor 2016-11-11 17:34:21 +02:00
juanjp600 392bc13258 Removed case check from CharacterInfo because it corrects itself
Just make sure to not get the directory casing wrong and we'll be good
2016-11-10 21:58:35 -03:00
juanjp600 62d79aff03 Removed testasd command 2016-11-10 21:48:50 -03:00
juanjp600 0e9c20c666 Case-sensitivity checks on Windows
Should prevent "TigerThresher" from happening again.
2016-11-10 21:45:59 -03:00
Regalis b371e8d600 Made the tutorial a bit easier: the windows broken by the moloch leak much more slowly and pressure doesn't reach lethal levels in the command room 2016-11-10 19:54:13 +02:00
Regalis e6356a7516 Updating wire sections when moving nodes in the editor 2016-11-10 19:44:48 +02:00
Regalis 8a8b9ca0fc Re-registering to master server if the server has timed out 2016-11-10 19:44:19 +02:00
Regalis a18630c0b3 Fixed tutorial sub spawning twice 2016-11-10 19:34:47 +02:00
Regalis 8d1db582ad Fixed flickering lights 2016-11-10 17:46:46 +02:00
Regalis 4bb8531775 Moving dummycharacter collider to cursor pos in the editor (-> dropped items are positioned correctly) 2016-11-10 17:21:30 +02:00