Joonas Rikkonen
397e6a5a97
The camera zooms out further when controlling a large non-humanoid character
2017-06-22 19:04:22 +03:00
juanjp600
5d5923ab28
Rebuilt freetype6.dll with Visual Studio 2015, statically linked runtime
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Potential fix for issue #3 ?
2017-06-22 12:18:27 -03:00
Joonas Rikkonen
e090806d3a
- Charybdis's and coelanths can eat other creatures.
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- Split charybdis's tail into several parts, the single stiff tail limb made it too difficult for it to turn around.
- Option to override the torque that's used to rotate the mainlimb of swimming creatures to the correct direction.
- The scale of the characters' limbs is taken into account in EditCharacterScreen.
2017-06-22 18:16:00 +03:00
juanjp600
c1780fa7b7
Server sleep time is slightly smarter + loading debug messages
2017-06-22 00:24:30 -03:00
juanjp600
6b65e94d41
Fixed map collider generation
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I didn't realize the bodies were generated in the same method that generates the mesh triangles, TODO consider splitting that
2017-06-21 18:45:06 -03:00
juanjp600
7ab01b8237
Fixed linked subs not spawning
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Turns out the game actually sets Screen.Selected to null when the game starts, so the server would break on EditMapScreen checks.
2017-06-21 14:51:36 -03:00
Joonas Rikkonen
de00eb2ab4
Some fixes to attachable items (buttons, signal items, etc):
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- Syncing the attached/detached state of the items. This should fix the "received a position update for an item with no physics body " errors: midround-joining clients didn't get notified if an item had been detached, causing the error to appear every time it receives a position update.
- Detached items can be picked up just like any other item, instead of having to use a wrench and wait for the item to "detach".
- Wires can't be connected to items with a physics body (such as detached buttons).
2017-06-21 20:45:33 +03:00
Joonas Rikkonen
38f92acf8e
Bunch of fixes to null reference exceptions caused by removing characters mid-round
2017-06-21 16:56:35 +03:00
Joonas Rikkonen
4ac9aa09c6
Eaten characters disappear, tweaked the movements of the eater a bit
2017-06-21 16:55:56 +03:00
juanjp600
0740579f62
Ingame syncing kinda works
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Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
2017-06-20 22:28:18 -03:00
Joonas Rikkonen
db9a77fb25
Fix for IndexOutOfRange exceptions during map generation caused by very large wall cells near the entrance of the level (example seed: i1qecA7V)
2017-06-20 21:19:04 +03:00
Joonas Rikkonen
f0873bdae6
Progress on making creatures eat each other, waists of humanoid characters can't be severed from the torso because they're used to anchor colliders to dead characters
2017-06-20 21:16:42 +03:00
Joonas Rikkonen
d07649463b
Fixed limbs becoming severed even if the character isn't dead, severed limbs fade out after 10 seconds
2017-06-20 21:01:59 +03:00
juanjp600
7003214847
Console colors, begin RNG rework
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This is gonna be a PAIN
2017-06-19 21:30:57 -03:00
juanjp600
384819c528
Merge branch 'dedicated-server' of https://github.com/Regalis11/Barotrauma into dedicated-server
2017-06-19 15:13:15 -03:00
juanjp600
fbe7dfc6fb
Dedicated server actually works to some extent
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Clients can connect and use chat, the sub list isn't synced properly and there's no way to start a game yet
2017-06-19 15:12:19 -03:00
Joonas Rikkonen
6f75a928ea
Fixed a compilation error when the DEBUG symbol is defined
2017-06-19 19:51:22 +03:00
Joonas Rikkonen
d2ab71b07d
"Explosion" debug command
2017-06-19 19:26:53 +03:00
Joonas Rikkonen
aa541695fc
Working towards making monsters eat dead characters (WIP)
2017-06-19 19:24:59 +03:00
juanjp600
16bc68d768
BarotraumaServer compiles
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Cleanup + fixes coming up next
2017-06-18 22:41:44 -03:00
Faerdan
a09367c78f
Updated and refactored how items and characters are chosen for interactions in the world. The new system has more precision, with items under the cursor taking priority (this helps with small items which are in front of large items). A new method CanInteractWith(Item) has been added to the Character class which does all validation of interaction with items, including new distance calculations based on bounding boxes. This gives more consistency in selecting and interacting with all sizes and shapes of items. Because of this pickdistance (not interactdistance) has been removed from all item configurations (in their XML config files) and the default InteractDistance for all items is now 120.
2017-06-18 22:30:54 +01:00
Juan Pablo Arce
8f37e14917
Split Machines ItemComponents
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There's still a lot of work to do before we can get the server to compile
2017-06-18 14:36:11 -03:00
juanjp600
7168a534ed
Further separation of client-specific code
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Still not done here, just gonna push a commit now so I can pull this from elsewhere.
2017-06-16 16:02:07 -03:00
juanjp600
e4a878113f
Fixed client compilation errors
2017-06-14 18:24:11 -03:00
juanjp600
96b08ed8aa
Updated project files
2017-06-14 17:39:01 -03:00
juanjp600
7bc535780c
Reducing usage of #if CLIENT / #elif SERVER
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The server will implement some classes it probably shouldn't need because certain items or game states depend on them.
2017-06-14 17:30:40 -03:00
Joonas Rikkonen
06e23ffe6d
Some tweaks to make enemy attacks less likely to miss:
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- Option to select which limbs attack force is applied to (e.g. husks and crawlers now lunge forward when attacking).
- Enemies attack towards the closest limb of their target instead of the main limb.
2017-06-14 20:49:03 +03:00
Joonas Rikkonen
242da11e3f
Attack configs determine whether an attack can sever limbs (instead of the amount of damage), new blood particles
2017-06-14 19:24:49 +03:00
Joonas Rikkonen
f6425a7229
Characters using FishAnimController twitch for a few seconds after dying
2017-06-14 19:23:07 +03:00
Joonas Rikkonen
680204b2cc
Fixed severed limbs coming back together when SimplePhysicsEnabled is toggled off and on
2017-06-14 16:25:51 +03:00
Joonas Rikkonen
65db119158
Strong attacks can sever limbs (railguns now cut crawlers in half and threshers can rip off limbs)
2017-06-13 21:36:40 +03:00
Joonas Rikkonen
5cd2a5a838
NetEntityEventManager stops writing events to a message if the MTU is about to be exceeded and leaves the remaining events for the next message.
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Also got rid of the (now unnecessary) "maximum EntityEvent size exceeded" debug assertion; character spawn messages often went over the limit, causing issues when running debug builds.
2017-06-13 20:47:15 +03:00
Joonas Rikkonen
12731a8137
New waterblood particle
2017-06-13 18:20:38 +03:00
Joonas Rikkonen
4d8da85956
Configured combat strengths for all enemy types, tweaked attack priorities & movement parameters
2017-06-13 17:10:44 +03:00
Joonas Rikkonen
3c3c530b44
Enemies move faster when attacking/fleeing
2017-06-13 17:08:23 +03:00
Joonas Rikkonen
c5ce1be6c2
Running speed can be adjusted from the character configs, added a parameter for the "running speed" in water (characters now swim faster when holding shift).
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TODO: make AI-controlled monsters run/swim faster in specific situations (fleeing, attacking, etc).
2017-06-12 20:07:50 +03:00
Joonas Rikkonen
ed0a5f0f66
- Enemies with the "attack when provoked" setting only start attacking humans and structures if the attacker is a non-AI character or has a HumanAIController.
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- Characters that launch a turret get assigned as the user of the projectile (-> shooting watchers with a railgun makes them attack).
- Increased watchers' attack range.
2017-06-12 18:56:33 +03:00
Joonas Rikkonen
c7d22ecb47
Option to make AI characters flee when their health is below a specific threshold
2017-06-12 18:50:15 +03:00
Joonas Rikkonen
0ba11e1fb6
Merge branch 'master' into ai-overhaul
2017-06-11 20:47:45 +03:00
Joonas Rikkonen
0af83e6caf
Option to make MonsterEvents spawn more monsters when previous ones are killed (to prevent predators from clearing the ocean of weaker creatures)
2017-06-11 20:47:14 +03:00
Joonas Rikkonen
f469041363
Fixed exceptions in NetLobbyScreen.UpdatePlayerFrame if job preferences contain jobs that aren't in the list of job prefabs
2017-06-11 18:49:48 +03:00
Joonas Rikkonen
bf14882136
Merge pull request #10 from CommanderMark/master
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Job preferences are now saved in config.xml.
2017-06-11 18:43:40 +03:00
juanjp600
389a9512d9
Removed default Program.cs from BarotraumaServer project
2017-06-11 03:58:41 -03:00
juanjp600
5636d1cdf9
Reorganized project to start work on dedicated server
2017-06-11 03:48:08 -03:00
CommanderMark
cc6e220691
Moved the execution of the save coroutine to JobNamePreferences' setter.
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Juanjp pointed out that it would run the coroutine if you modified changes in the settings without yet pressing "Apply".
Also reworded the job descriptions.
2017-06-10 23:24:51 -04:00
CommanderMark
ed5039c43c
The ordering of job preferences in net lobby are saved in config.xml.
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- Added a coroutine which will save the current settings to the config.xml file if no further changes to the preferences are applied after 10 seconds.
-The default ordering is now Engineer, Mechanic, Captain, Security, Doctor and Assistant.
2017-06-10 22:17:16 -04:00
Joonas Rikkonen
9b0d7c1020
Added a method for changing a client's controlled character. Clients now get back control if their character is revived via the debug console.
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+ It's possible to give clients control of monsters, which should add some new gameplay possibilitie. ;)
2017-06-10 15:07:10 +03:00
Joonas Rikkonen
8886409d56
Respawning characters get ID card tags for both the shuttle and the main sub
2017-06-07 21:14:38 +03:00
Joonas Rikkonen
9527d53558
Fixed exceptions in CharacterNetworking.WriteStatus if a characters stun timer goes over 60.0
2017-06-07 20:20:14 +03:00
Joonas Rikkonen
4395179afa
v0.6.0.2
2017-06-05 21:56:22 +03:00