Commit Graph

147 Commits

Author SHA1 Message Date
Joonas Rikkonen ceaba2f5ca Fixed some entities occasionally not being removed at the end of a round. CargoMission removed the cargo items at the end of a round without checking if the items have already been removed, which could cause another entity to be removed from the entity dictionary if it's taken the ID of the cargo item. This prevented the new entity from being removed in Entity.RemoveAll, causing errors during the next round. Closes #278 2018-04-23 13:55:08 +03:00
Joonas Rikkonen 177f31d538 Some more logging to help diagnose #278, a potential workaround to remove items/characters that Entity.RemoveAll failed to remove for some reason. 2018-04-20 16:50:10 +03:00
Joonas Rikkonen eed7b72b4e Fixed player-controlled creatures being able to do damage to themselves and RepairTools causing damage to the user regardless of the user's skills. 2018-04-18 15:04:18 +03:00
Joonas Rikkonen 276798d88b Fixed null exception in IndoordsSteeringManager. Closes #326 2018-03-10 18:47:59 +02:00
Joonas Rikkonen df746db421 Ladders can be climbed by holding up/down while standing next to them without having to select them first. 2018-03-08 11:01:17 +02:00
Joonas Rikkonen 4421c8a5de Fixed camera shake continuing indefinitely if a character falls unconscious due to impact damage 2018-03-08 10:43:54 +02:00
Joonas Rikkonen 6ddcd65f18 RepairTools can do damage to characters by hitting the collider. Closes #299 2018-03-05 12:34:21 +02:00
Joonas Rikkonen b49f47d3d9 Ladder waypoint generation fix: waypoints are not just placed at the top and bottom of the ladders (and at hatches on the ladders), but above every platform along the ladders (-> waypoints work correctly on ladders spanning through multiple floors). + Some ladder climbing fixes in IndoorsSteeringManager. 2018-03-02 17:45:13 +02:00
Joonas Rikkonen 07d3d69040 Equipped items can be swapped by double-clicking, fixed inventories getting messed up when swapping multi-slot items fails (e.g. drag a jumpsuit on an equipped diving suit). 2018-03-02 15:24:54 +02:00
Joonas Rikkonen 10189254b5 GrabLimb type is written in character network messages as byte instead of UInt16 2018-03-01 23:43:10 +02:00
Joonas Rikkonen 2b4c01d18b Fixed debug assertion fail in World.Raycast if a limb is (almost) exactly at the position of a character's collider when calling TrySetLimbPosition. 2018-03-01 22:07:18 +02:00
Joonas Rikkonen 9f6868eaaa Fixed crashing when attempting to perform CPR _as_ a headless character. 2018-03-01 10:17:32 +02:00
Joonas Rikkonen 38e80be05d Some more debug logging 2018-02-28 18:04:40 +02:00
Joonas Rikkonen c803e23c50 Added checks for character removal to a bunch of places. Some of these may not necessary, but at least MeleeWeapon, Projectile and Controller still accessed the user after the user had been removed. 2018-02-28 17:37:20 +02:00
Joonas Rikkonen 795b2e4cad Fixed crashing when attempting to perform CPR on a character with no head. Closes #294 2018-02-27 15:01:53 +02:00
Joonas Rikkonen 77940fa992 Added some debug logging, Character.Revive removes the existing AITarget from the character before creating a new one 2018-02-26 18:05:03 +02:00
Joonas Rikkonen 7f740c2f67 Attempt to diagnose issues #278, #284 and #291. It appears that the game attempts to access the Limbs-field of a ragdoll after it's been set to null (which should only happen when the ragdoll is removed). 2018-02-26 15:06:00 +02:00
Joonas Rikkonen 24cb7a3659 Husk infection state can be decreased after the infection reaches the active state (causing the husk appendage to be removed). Calyxanide still has a conditional preventing the decrease, but now it's possible for modders to revert huskification without code modifications. Closes #258 2018-02-21 11:12:49 +02:00
Joonas Rikkonen d414e8e103 Fixed StatusEffects not being able to decrease stun timer. Closes #255 2018-02-20 22:44:32 +02:00
Joonas Rikkonen ff85400f01 Removed hard-coded path to humanhusk (now the huskified human config is found based on the name), characters with severed limbs cannot turn into husks. Closes #243 2018-02-05 15:55:32 +02:00
Joonas Rikkonen 60ad5ed3fb Reverted b26b6a74. Making stunned characters receive damage from limb impacts caused them to suffer excessive amounts of damage when falling or getting thrown around when the sub hits something (e.g. a moloch attacking a sub could easily kill crew members by bumping the sub and falling down the stairs was often a death sentence). In general I don't think it's a good idea to apply impact damage from limb impacts, because the limbs may occasionally move or rotate at very high velocities due to the animations. 2018-02-05 11:16:03 +02:00
Joonas Rikkonen dcb6de32c0 Some more hard-coded text removal 2018-01-31 19:01:48 +02:00
Joonas Rikkonen 729f850175 Fixed a "sequence contains no elements" exception in IndoorsSteeringManager 2018-01-26 17:28:48 +02:00
Joonas Rikkonen e6e132aa1e More gib particles when characters get crushed by pressure 2018-01-25 13:56:39 +02:00
Joonas Rikkonen 0f7befa09e Fixed occasional invalid object header errors when attempting to send a status NetworkEvent for a character (easy way to reproduce was to kill multiple characters during the same frame with an explosion). 2018-01-16 17:02:01 +02:00
Joonas Rikkonen a3f49e0bc5 Pathfinding fixes:
- The parent fields of the nodes are cleared before finding a path. Should fix the "constructing final path failed" errors.
- Nodes that have been marked as unreachable because of GetNodePenalty can still be used if another path to the node is found.
2018-01-11 16:03:16 +02:00
Joonas Rikkonen e2c7b684de Fixed character limb rendering order not being consistent (limbs with the same depth value being randomly drawn behind or in front of each other) 2018-01-11 13:32:21 +02:00
Joonas Rikkonen c502d9545c Moved StatusEffect related classes to their own folder and PropertyConditional to its own file. 2018-01-09 16:09:59 +02:00
Joonas Rikkonen 18ae9d7820 Base ItemComponents can apply OnUse statuseffects, grenades can be placed in detonators. Closes #113 2018-01-09 14:55:16 +02:00
Joonas Rikkonen 7187c277e7 Merge branch 'master' into moStuff 2018-01-09 10:38:06 +02:00
Joonas Rikkonen 1aa654a5a3 Severed joints can't be severed again (fixes severed limbs constantly emitting gore particles at the clients' side due to the constant status update messages) 2018-01-08 16:35:53 +02:00
Alex Noir 32a2b38112 Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
2017-12-30 13:46:59 +03:00
Joonas Rikkonen bcd2582cf9 - More gore particles when severing limbs!
- Explosions can sever limbs even if the target character is dead. Now explosive projectiles can explode creatures into pieces even if the creature dies of the initial projectile impact and not the explosion.
- Disabled blood particles on carriers and fractal guardians.
2017-12-29 21:06:11 +02:00
Alex Noir 2cb0ee73be Adds footstep sound variety, makes diving and clown suits have unique footstep sounds!
https://puu.sh/yQ8fs/61e12f15c6.webm
TODO: Get rid of the "damagesoundtype" system and replace it with simple "tag" checking to allow customizability from content pack side
Fix damagemodifier sounds never being played (I've never once heard LimbArmor play on anything but mantis)
2017-12-29 17:41:18 +03:00
Joonas Rikkonen a8749f3d87 Fixed characters dragging husks by their tongue when GrabLimb is set to None, removed hardcoded texts from the grab button. Closes #210 2017-12-29 15:51:37 +02:00
Joonas Rikkonen b84c965be3 More AI fixes/improvements:
- AI characters can refuel the reactor when needed.
- AIObjectiveContainItem.CanBeCompleted returns true if the target item cannot be obtained or if the container cannot be reached.
- AI characters only weld leaks that are part of some submarine (i.e. not ruins).
2017-12-28 19:44:48 +02:00
Alex Noir ed98a6bc0b well jeez who'da thunk it's my sorry ass forgetting to remove the second updateoxygen
Reverted OxygenAvailable values for diving gear + oxygen mask back to -100
Keeping sufforin OxygenAvailable at -10000 tho, that seems like the way to completely cut off any and all oxygen suppliers from acting
2017-12-28 19:28:45 +03:00
Alex Noir 1815062dda Allow multiple calls of <Use/> for repeat-use chemicals or autoinjectors or something 2017-12-28 17:41:44 +03:00
Joonas Rikkonen d074d3d443 Crew AI fixes:
- Characters can use oxygenite shards (or any other item with an "oxygensource" tag) in diving suits/masks.
- AIObjectiveFindDivingGear doesn't count as being completed if the character has diving gear in their inventory unless the character has equipped the gear.
- AIObjectiveGetItem doesn't count as being completed if equipping the target item is required and the character hasn't equipped it yet.
2017-12-28 12:53:23 +02:00
Alex Noir 741e26251d Gets rid of coroutine spam by turning Duration into its own DurationListElement similar to how Delays were handled.
Added tags to Status Effects, which also allows for fancy stuff like checking for tags over duration elements for more interesting interactions.
Adds "stackable" variable which dictates whether or not the same duration/delay effect can be applied to the same target(s) at the same time. This is a bit imperfect at the moment.
Adds Chloromydride which is a non-stackable chem stabilizing critical health which stops its effects once the health is stabilized.

TODO: Remove target from Targets if he already has it, and if targets becomes empty, return;
TODO: Conditional tag-checking and status effect tag-checking, plus more "special" checks like SpeciesName and other non-serialized options.
TODO: StatusEffect Cancel component to stop delayed/duration effects
2017-12-28 13:21:32 +03:00
Alex Noir e405c93581 Fix up conditionals
Make Calyxanide only cure non-turned humans and hurt turned player husks
Make husk eggs not stack infection with more injections
TODO: Allow conditionals to check for non-serialized properties like SpeciesName for absolute POWER
2017-12-27 23:18:59 +03:00
Alex Noir 7b336fc3f4 Fixes and stuff based on Regalis' review 2017-12-27 20:02:57 +03:00
Alex Noir f5e785df60 Expose some stuff to sub editor, fix alien doors openable with use key, fixed some decon recipes
Beginnings of a Conditional system
2017-12-27 18:00:18 +03:00
Joonas Rikkonen a5d2dd37f4 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2017-12-26 20:04:47 +02:00
Joonas Rikkonen bc6c828a14 Option to make limb attacks do damage based on contact with physics bodies instead of distance. Attacks also do damage to all sections of a structure that are within damage range. Closes #108 2017-12-26 20:02:33 +02:00
Alex Noir b3eaa6bd17 Merge remote-tracking branch 'origin/master' into moStuff
# Conflicts:
#	Barotrauma/BarotraumaShared/BarotraumaShared.projitems
#	Barotrauma/BarotraumaShared/Data/clientpermissions.xml
2017-12-23 17:33:24 +03:00
juanjp600 47b5ccd7c6 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2017-12-21 20:31:24 -03:00
Joonas Rikkonen 7c37ba0955 Characters can only have one picking timer active at a time. Closes #179 2017-12-21 22:31:48 +02:00
Alex Noir 9610444e67 Merge branch 'master' into moStuff
# Conflicts:
#	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
2017-12-21 23:17:56 +03:00
Alex Noir c26cef89c6 Fixed DelayedEffect applying when dropped from hands
Amanitin is now craftable from Erythrozine, Flash Powder and Sulphuric Acid with 60 medical skill
Diving Mask and Diving Suit are now craftable
Diving Suit is now deconstructable
Fixed buttons yielding different materials on deconstruction
2017-12-21 23:03:25 +03:00