Commit Graph

15 Commits

Author SHA1 Message Date
Joonas Rikkonen
91d6c7b91f Fixed explosives being directly usable by characters, causing them to explode when left clicking while holding them due to 9dd9425c. See #385 2018-04-24 18:00:36 +03:00
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
74cd265952 Fixed railgun shells never deactivating their particle emitter 2018-02-05 17:10:00 +02:00
Joonas Rikkonen
58e98977df Fixes to projectiles going through walls:
- Continuous collision detection (body.IsBullet) is disabled when the body is moving slow enough, not immediately when it hits something.
- The prismatic joint that sticks projectiles to walls/characters stays active for a minimum of 1 s to prevent the projectile from immediately overshooting the joint limits and falling off (usually at the wrong side of a wall/door it hit).
- Separate properties for determining which types of bodies the projectile can stick to (character/structure/item).
- Spears and syringes only stick to characters.
- Increased syringe launch impulse.

Closes #122
2017-12-14 19:25:31 +02:00
Alex Noir
a2a4225598 Added a fully functional syringe gun! Accepts syringes as ammo. Has custom sprite and sound.
Made syringes have a "projectile" component for syringe guns
Adds several missing signal components to the fabricator, as well as medical syringe to medical fabricator
Adds support for status effects applied to characters from onImpact
Removed "contained.Condition = 0.0f;" in Projectile.cs due to it limiting the possibilities of the .xml content creation
Added a couple null checks in StatusEffect.cs due to crashes caused by the new projectile changes - might need to debug further, perhaps there's a root cause?
Added itemlist console command
2017-12-10 22:17:14 +03:00
Joonas Rikkonen
63493d2b9d Added a Character.AddDamage override method that does damage to a specific limb instead of the limb closest to the source of the damage. Projectiles and melee weapons now always do damage to the limb they hit, even if the center point of some other limb happens to be closer.
Also refactored the IDamageable interface to make more sense; now the attacker has to be a character instead of an IDamageable and damageable classes don't need to have an AiTarget.

Closes #69
2017-12-05 18:03:00 +02:00
juanjp600
2347f2937e Improved revolver hitreg, shooting structures affects karma, fixed 5th server being blocked in server list
Closes #70
2017-12-04 12:39:27 -03:00
Joonas Rikkonen
04bcc6b9b1 Modifications to the damage/armor system:
- Armor values aren't reduced from the damage taken, but instead multiply the damage (e.g. an item reduces damage by 10% instead of 10 hp). Now armor doesn't make characters invulnerable to small amounts of damage.
- Armoring isn't defined as a single "armor value", but instead there are "damage modifiers" which can be added to items and limbs. The modifiers can only affect specific types of damage and have separate multipliers for the damage amount and bleeding amount.
- Having a fire proof item on a limb doesn't make that limb invulnerable to burn damage. Item's that protect against fire now have a damage modifier for the Burn damage type.
2017-12-02 15:42:13 +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
a0d606ef5f Working on improving the serialization system and ObjectProperty/IPropertyObject (TODO: come up with better names). The plan is to:
- Add support for some of the most common types (vectors, colors, rects) so there's no need to parse the values in the setters of the serializable properties (see Holdable.HoldPos for example).
- Make a generic version of the item editing HUD that can be used on any IPropertyObject. Should make it easier to implement things like the character editor, editing structure properties, particle editor, etc.
- Improve the interface of the editing HUD. Instead of having to type in a string value into a textbox, there should be number input fields for numeric properties, sliders for properties that only accept a range of values, a color picker, etc. And tooltips.
2017-11-03 19:41:21 +02:00
Joonas Rikkonen
6bfca5f7fe - Hitscan projectiles, projectiles can be set to disappear after hitting something.
- Option to adjust ranged weapon spread (separate values for "normal spread" and when being used by an unskilled character).
- Option to disable explosion flashes.
2017-10-18 23:48:25 +03:00
juanjp600
6fe9130dd8 Fixed crash when projectiles stuck to items on dedicated server
Report submitted by etet2, haven't tested it yet but I'm fairly certain this should fix the crash
2017-08-14 21:35:19 -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
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