Commit Graph

25 Commits

Author SHA1 Message Date
Joonas Rikkonen 3f8ead6ad2 Name tag and healthpor positions are clamped inside the hull a character is inside. Closes #158 2018-03-09 19:16:38 +02:00
Joonas Rikkonen 67d6bf6a1d Fade out names and health bars when the cursor is not hovered over the character. Closes #218 2018-02-01 11:26:47 +02:00
Joonas Rikkonen 69337cd9e3 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2018-01-31 19:02:03 +02:00
Joonas Rikkonen dcb6de32c0 Some more hard-coded text removal 2018-01-31 19:01:48 +02:00
Joonas Rikkonen 80ce2ae6ae Fixed the game running for one more frame after the debugconsole is opened, and staying paused for one extra frame after closing it. Caused the mouselook distance to lerp back from zero after toggling the console. 2018-01-29 10:27:43 +02:00
Joonas Rikkonen 9a095e259a Fixed mouselook distance calculations (the previous method allowed looking further when looking at stairs or platforms), mouselook is disabled when character control is disabled, speech bubbles appear also on the controlled character 2018-01-26 10:59:53 +02:00
Joonas Rikkonen e6e132aa1e More gib particles when characters get crushed by pressure 2018-01-25 13:56:39 +02:00
Joonas Rikkonen 03bff643f8 More hard-coded text removal, fixed StatusHUD displaying husk infection state incorrectly 2018-01-12 13:17:22 +02:00
Joonas Rikkonen 2894b74edc Started moving hard-coded texts to a separate xml file (Content/Texts.xml) to make modding and translating the game easier (see #80). Also Renamed InfoTextManager as TextManager. 2017-12-26 23:51:18 +02:00
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 26503a975c Fixed sub->sub and outside->sub visibility checks when determining name tag visibility. 2017-12-17 22:34:24 +02:00
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 041d1112b8 Added a timer to the raycasts so it's not screwing over performance too hard 2017-12-17 21:35:19 +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 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
Joonas Rikkonen fce7d43ef3 Fixed characters not appearing in the round summary in mp, minor CrewManager refactoring 2017-11-20 20:46:54 +02:00
Joonas Rikkonen 8e556f1c76 - Renamed a bunch of ObjectProperty-related stuff (ObjectProperty -> SerializableProperty, IPropertyObject -> ISerializableEntity, the "SerializableProperty" attribute -> Serialize).
- Rectangle serialization.
- Option to restrict numeric properties to a range of values.
- WIP generic ISerializableEntity editor.
2017-11-08 21:15:03 +02:00
Joonas Rikkonen 1ff2054ca8 Converted the GetAttribute methods in the ToolBox class to extension methods 2017-10-04 18:38:40 +03:00
Joonas Rikkonen bf5a0746ad Merge branch 'master' of https://github.com/Faerdan/Barotrauma into Faerdan-master
Conflicts:
	Barotrauma/BarotraumaClient/Source/Map/MapEntity.cs
	Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs
	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
	Barotrauma/BarotraumaShared/Source/Items/Item.cs
2017-07-05 19:32:34 +03:00
Joonas Rikkonen 64ad5e5003 Removed unnecessary using directives 2017-07-05 18:35:09 +03:00
Joonas Rikkonen e15f5a881b Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
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
Joonas Rikkonen 1b5c4ae63a UpdateControlled only runs on the controlled character (-> fixes camera always focusing on the last spawned character) 2017-06-29 18:49:54 +03:00
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- 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