Commit Graph

20 Commits

Author SHA1 Message Date
Joonas Rikkonen
9e2966e9cb - Fixed creature disable list only taking config files in the Content/Characters folder into account (making it impossible to disable spawning of custom monsters outside the folder)
- Removed hard-coded ruin structure, particle & decal config paths and moved them to content package (custom ones can be added now without modifying the original files).
2018-02-25 15:03:29 +02:00
Joonas Rikkonen
76f5c099ed Particles that rotate towards the movement direction use sub-relative movement when inside the sub (weld/cut particles don't face the movement direction of the submarine anymore). 2018-02-13 13:50:41 +02:00
Joonas Rikkonen
ff7f43ca83 Fixed inconsistent decal draw order 2018-02-13 12:28:54 +02:00
Joonas Rikkonen
43d6ee5e06 Spark & smoke particle effects when welding or cutting something. Closes #155. 2018-02-12 11:20:25 +02:00
Joonas Rikkonen
10db837ef0 Particle fixes/improvements:
- Fixed particles going through closed gaps (e.g. closed doors).
- Gaps can emit particles even if the target hull is full of water (-> water running into the sub through an already flooded room is more apparent).
- The air-only splash & waterdrop particles are not emitted if the target room is full of water.
- Fixed heavy water particles never moving upwards (even if the water is rushing into a room from a gap on the floor).
2018-01-12 15:40:13 +02:00
Joonas Rikkonen
454e0def3b Particle additions:
- Support for subemitters (= particles can emit particles).
- Option to set a different velocity change value for particles in water (can be used to simulate buouancy).
- Fixed drag vector & timer not being reset when initializing a particle.
2017-12-29 20:58:29 +02:00
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
903686aed7 Modified particle properties can be saved directly to the config file 2017-11-18 14:18:46 +02:00
Joonas Rikkonen
acfee80755 WIP particle editor, added tooltips to ParticlePrefab properties 2017-11-17 01:30:33 +02:00
Joonas Rikkonen
36fa61bdca ParticlePrefabs are deserialized using SerializableProperty 2017-11-16 21:01:46 +02:00
juanjp600
3a67418985 Minor optimizations + Potential bugfixes 2017-10-11 22:52:13 -03:00
Joonas Rikkonen
f46dc5da28 Water flow logic tweaking:
- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.

+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
2017-10-10 21:07:45 +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
d772049cc0 Particle fixes, background sprites can emit particles if the camera is within the area where the particles are visible 2017-08-22 15:41:23 +03:00
Joonas Rikkonen
cc40970b58 Separate ParticleEmitter & ParticleEmitterPrefab classes - the emission timer (and maybe some other values in the future) can't be in the prefab class because multiple objects may use the same prefab. 2017-08-20 22:05:30 +03:00
Joonas Rikkonen
4a460ff150 - The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub.
- ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
2017-08-20 19:05:25 +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
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