Commit Graph

108 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
c6f3d0c1b8 Attempt to fix characters occasionally getting launched out of the sub at lightspeed when the sub crashes into something (even if the impact doesn't appear to be that hard): impacts don't increase the velocity of the characters above 20 units/s. 2018-04-18 17:24:10 +03:00
Joonas Rikkonen
9a8f13140e Cherry-picked [ab78991]: Rendering tiled sprites with scaling works correctly now (I think?), added option to edit the offset of structure textures 2018-04-17 14:06:40 +03:00
itchyOwl
7d31f0cdb6 Add a backing field with the default value Vector2.One for TextureScale. Clamp the values between 0.01 and 10 to keep them sensible. 2018-04-09 16:16:17 +03:00
itchyOwl
22c3af6af6 Enable editing of the texture scale of the structures. 2018-04-06 16:07:17 +03:00
itchyOwl
e89fa0dc5c Add a todo note. 2018-04-06 11:51:52 +03:00
Joonas Rikkonen
738910e123 Fixed being able to gain karma by welding fixed walls 2018-03-09 12:47:14 +02:00
Joonas Rikkonen
8e8b8464af All items and structures have to define a sourcerect for the sprite because otherwise the dedicated server won't know the size of the entity. Closes #321 2018-03-06 13:55:30 +02:00
Joonas Rikkonen
0ab4521a7a Fixed monsters being able to spawn under the ocean floor. Closes #319 2018-03-06 12:13:08 +02:00
Joonas Rikkonen
f5af432ad9 Fixed item tags & aliases not being taken into account when determining target validity in StatusEffect.Apply. Closes #316 2018-03-06 11:25:25 +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
38e80be05d Some more debug logging 2018-02-28 18:04:40 +02:00
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
f2f37b020e Applied fire extinguisher changes from the command-improvement branch: the repair tool steps through the ray that's used to find firesources in range and collects all firesources along the way instead of just checking the start and end positions of the ray (-> fires are much easier to extinguish now). Closes #274 2018-02-24 17:28:52 +02:00
Joonas Rikkonen
05408d5ec0 Fixed some items with a body disappearing when flipping a sub. Closes #273 2018-02-22 17:43:40 +02:00
Joonas Rikkonen
633dc1ff1e Option to define multiple compatible content packages in submarine files, added extension methods for parsing string, float and int arrays from XML elements 2018-02-06 10:18:39 +02:00
Joonas Rikkonen
b4e5aad2ce Added "electromagnetic pulse strength" parameter to explosions. EMPs damage repairable power items (e.g. junction boxes) and discharge power containers (e.g. batteries and supercapacitors). 2018-02-02 15:15:46 +02:00
Joonas Rikkonen
98d0f42510 Fixed structure impact damage sounds. Character colliders caused the impact sounds to be triggered almost constantly, but the sounds were not played at the world position of the structure, causing them to only be heard inside ruins (whose positions are the same as worldpositions). 2018-01-26 17:25:22 +02:00
Joonas Rikkonen
d4e0cbbf02 Submarines can't enter ruins through broken walls, ramming ruins causes damage to the sub and the ruin structures. Closes #199 2018-01-26 16:47:32 +02:00
Joonas Rikkonen
09e4687cd0 The content package a submarine was saved with is included in the submarine preview, added a warning when attempting to start a campaign using a sub with a mismatching content package 2018-01-25 12:19:47 +02:00
Joonas Rikkonen
f5dbbf0735 Submarine preview window with a preview image & some extra information of the subs 2018-01-17 17:01:44 +02:00
Joonas Rikkonen
567b4408ad Nerfed wall damage. Crawlers, mantises, threshers and coelanths now take much more time to tear through the hull and collisions with the level cause less damage. 2018-01-12 15:46:20 +02:00
Joonas Rikkonen
d1bb33be78 Cutting/repairing holes in walls is logged, fixed gaps emitting drip particles even if there's no water in either hull. Closes #139 2018-01-09 19:50:55 +02:00
Joonas Rikkonen
85d76989c9 Tweaked structure gap logic to make smaller leaks more common. Walls now start leaking after taking >10% damage, and initially only emit smaller "drip particles". 2018-01-09 14:24:15 +02:00
Joonas Rikkonen
7187c277e7 Merge branch 'master' into moStuff 2018-01-09 10:38:06 +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
6777a039d5 Characters receive damage when crushed between a sub and the level and are gibbed if the impact is hard enough. Closes #186 2017-12-30 02:17:08 +02:00
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
Joonas Rikkonen
fe54b75117 Fixed modified structure colors not being cloned. Closes #212 2017-12-29 15:32:08 +02:00
Joonas Rikkonen
9dd4d21cac Fixed opened and broken doors being ignored during waypoint generation, causing waypoint connections to go through the doors and preventing AI characters from opening them. + Updated waypoints in Aegir Mark III 2017-12-28 20:53:27 +02:00
Joonas Rikkonen
bd4388042f Fixed map generation going crazy if the main path node interval is very large relative to the size of the level. Closes #201 2017-12-27 18:18:31 +02:00
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
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
dde320b387 Merge pull request #101 from Crystalwarrior/moRags
Body shoulder-grab, better CPR anims, CPR and Crit overhaul!
2017-12-20 19:37:38 +02:00
Joonas Rikkonen
4ce4b0a934 Fixed submarines bouncing on characters submarines that are laying on the ocean floor. Not a very realistic way to handle the collisions - the sub just stops as if it had collided with the level walls (making it seem as if the characters were made of concrete), maybe make the collisions gib the character?
Closes #152
2017-12-19 17:30:08 +02:00
Joonas Rikkonen
eedc3ffe49 Fixed submarines bouncing on other submarines that are laying on the ocean floor (see #152). + Reduced the cap of ice and structure damage particles per impact.
TODO: the same thing for characters (and items?)
2017-12-18 20:23:03 +02:00
Alex Noir
1e5b25bd1a Merge branch 'master' into moRags 2017-12-17 22:41:45 +03:00
Joonas Rikkonen
62bb5119ab Merge branch 'master' into coolthings 2017-12-17 21:11:42 +02:00
Alex Noir
714b52dce8 Fixed several sound-related issues that have been bothering me for ages, e.g.
* Sounds not playing when the structure is fully destroyed
* Glass windows using wrong sound effects
* Only one glassBreak sound was used despite there being 3
2017-12-17 18:05:05 +03:00
Alex Noir
0ce9acb76a fix things 2017-12-16 21:45:30 +03:00
Alex Noir
8ab97af456 Allow sub makers to alter the ID Card's description property on spawn points 2017-12-16 21:30:18 +03:00
juanjp600
1cb39f7fd5 Fixed some inconsistencies and oddities in physics-handling code
I'm not sure if this fixes or breaks anything, but it's worth a shot.
2017-12-15 18:11:00 -03:00
Joonas Rikkonen
e17b5a195c Increased the minimum distance between monster spawns and subs (20 000 units in monster events, 30% of the width of the level in monster missions). Closes #63 and closes #151 2017-12-14 20:01:45 +02:00
Alex Noir
141214eadc Fix infinitely repairing karma by welding fixed hulls 2017-12-14 19:08:17 +03:00
Joonas Rikkonen
1da15dbca2 OnFire statuseffects aren't applied to items inside fireproof containers. Closes #98 2017-12-14 17:18:25 +02:00
Joonas Rikkonen
cce2cf942d Fixed hulls not being linked to gaps if the center of the gap is exactly at the edge of the adjacent hulls.
Closes #147
2017-12-13 21:07:51 +02:00
juanjp600
23b220b6af Sync character collider rotation, try to make collider face the main limb by instantly flipping it if the angle's too wide, client-side ragdoll correction is more aggressive 2017-12-12 17:58:49 -03:00