juanjp600
587040483d
Reenabled debugging symbols + Fixed building dedicated server on Linux
2017-12-15 11:40:42 -03:00
juanjp600
11cedf9372
Merge branch 'master' of https://github.com/Regalis11/Barotrauma
2017-12-15 11:29:10 -03:00
juanjp600
c203ece2cb
FPS counter can be enabled separately from DebugDraw
2017-12-15 11:28:46 -03:00
Juan Pablo Arce
ae344c89c5
Fixed indentation
2017-12-15 11:25:21 -03:00
Juan Pablo Arce
a68fd85ab0
Improved giveperm/revokeperm commands
2017-12-15 11:21:37 -03:00
Alex Noir
18d75c620f
Adds crowbar function to force-open doors...
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***except the Door component ignores the damn requireditem and allows bare fukken hands to open it goddamnit***
2017-12-15 16:47:10 +03:00
juanjp600
5e62371a09
Merge branch 'master' of http://github.com/juanjp600/Barotrauma
2017-12-15 08:36:32 -03:00
juanjp600
4997ebf20d
[WIP] Overhauled project to make Linux build work out of the box
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TODO: fix the Windows build, fix the Debug builds, make OSX
configurations, work around a bug in MonoDevelop where copied content
files don't respect the original directory structure
2017-12-15 08:31:07 -03:00
Joonas Rikkonen
8a7af2affd
Players can't use other items when a railgun controller is selected. Prevents accidentally firing weapons or hitting people with something while using the railguns.
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Closes #94
2017-12-15 00:25:46 +02:00
Alex Noir
31153ebb20
disguise bool for Wearable class
2017-12-14 23:24:25 +03:00
Alex Noir
760452170e
Implement ID card slot and ID card description that states the owner and his job in preparation for identity system
2017-12-14 22:57:42 +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
Joonas Rikkonen
58e98977df
Fixes to projectiles going through walls:
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- 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
141214eadc
Fix infinitely repairing karma by welding fixed hulls
2017-12-14 19:08:17 +03:00
Alex Noir
ff55140ce3
Revert "forgot to remove the console command for karma"
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This reverts commit 04707232de .
2017-12-14 19:07:53 +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
986862b23e
The GUIMessageBox constructor with no width or height parameters automatically resizes the box according to the size of the text instead of using the default height.
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Closes #131
2017-12-14 00:16:13 +02:00
Joonas Rikkonen
7e03235f8b
Changed the species name of the huskified humans from "human" to "husk" and gave them the same combat strength as normal husk to prevent them from attacking each other.
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Closes #119
2017-12-14 00:12:54 +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.
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Closes #147
2017-12-13 21:07:51 +02:00
Alex Noir
383d9f3aab
Karma too unfinished to be enabled by default
2017-12-13 21:29:54 +03:00
Joonas Rikkonen
847e10d4a2
Fixed wires not being dropped server-side when a player drops a connected wire without dragging it to their inventory first (or client-side when a host does so).
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Closes #96
2017-12-13 18:34:23 +02:00
juanjp600
c4e894cb2e
Fixed camera going insane when dropping through hatches
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TODO: make the game less rubberbandy
2017-12-12 21:08:37 -03:00
juanjp600
b3178c6ab1
Merge branch 'master' of https://github.com/Regalis11/Barotrauma
2017-12-12 17:58:54 -03:00
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
Joonas Rikkonen
4a1ba21067
Fixed OnActive statuseffects not being applied on powered items that don't require power (prevented flare particles from working because they are configured in the LightComponent that inherits from Powered)
2017-12-12 22:21:29 +02:00
Joonas Rikkonen
7ce93d2e1f
Merge pull request #123 from Crystalwarrior/syringeGun
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Syringe gun + projectile tweaks + several status effects/item components tweaks
2017-12-12 20:12:28 +02:00
Joonas Rikkonen
a88640d8ad
Merge pull request #120 from Crystalwarrior/fixes
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Fixed Throwable component breaking chemicals and other things
2017-12-12 17:18:59 +02:00
Alex Noir
f34968be30
Tweaked visuals a bit
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Added tiny bleeding and structure damage to the syringes
2017-12-11 12:33:59 +03:00
Alex Noir
a2a4225598
Added a fully functional syringe gun! Accepts syringes as ammo. Has custom sprite and sound.
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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
Alex Noir
55dd58579f
I DID IT HOLY SHIT I GONE AND DONE IT
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OnSecondaryUse is what throwing uses for doing things SPECIFICALLY on throw. This way, you can theoretically have grenades on which you'll have to pull the pin before throwing.
This also lets flares be used without the need to throw them.
did i mention my brain hurts
2017-12-10 15:56:34 +03:00
Alex Noir
231a38f71d
roll back name change from "Aim" to "SecondaryUse"
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Expand SecondaryUse to have similar properties to normal Use so it can apply SecondaryUse-related status effects
Make Throwable great again
2017-12-10 15:00:52 +03:00
Alex Noir
1d6d1a066f
realised half way through that I don't even need a new action type, oops
2017-12-10 13:45:12 +03:00
Alex Noir
00653c5aa4
Renames "OnSecondaryUse" to "OnAim" for more sense
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adds new "OnHudUse" to separate normal and self use
2017-12-10 13:39:00 +03:00
Alex Noir
04707232de
forgot to remove the console command for karma
2017-12-09 19:15:51 +03:00
Alex Noir
ffba72c750
Forgot to put new settings into the .xml
2017-12-09 19:13:21 +03:00
Alex Noir
07aeac4fdc
Traitor Count/Coefficient and Ragdoll and Karma server settings buttons!!! oh my GOD!!!
2017-12-09 19:09:10 +03:00
Alex Noir
e050404278
Carrying stunned/unconscious/dead people up ladders woot!!!
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Properly orient grabbed player on climbing and shoulder grab
Allow interaction with buttons, ladders, etc. when grabbing someone
2017-12-08 22:30:47 +03:00
Alex Noir
de7489db8b
Change int to UInt32 for grabLimb networking
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Fixed IsRagdolled state networking
2017-12-08 20:55:46 +03:00
Alex Noir
286f290e57
Fixed networking
2017-12-08 15:32:37 +03:00
Alex Noir
8788efa007
Merge remote-tracking branch 'origin/master' into moRags
2017-12-08 14:43:56 +03:00
Alex Noir
fff8d714fe
I THINK this is all that needs to be done to network it...right?
2017-12-08 14:09:09 +03:00
Alex Noir
48fb3d58b9
Let players choose to grab onto the body's torso!
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Better CPR animations
todo: network the limb targeting
2017-12-08 13:47:27 +03:00
Joonas Rikkonen
db7d5539e0
Fixed modified clients being able to disconnect locked wires
2017-12-07 20:20:05 +02:00
Joonas Rikkonen
7026da2748
Health Scanner HUD shows the status of all nearby characters without having to highlight them. Fixes being unable to scan characters that aren't dead or unconscious. Non-human characters can also be scanned now.
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Closes #73
2017-12-07 19:34:32 +02:00
Joonas Rikkonen
9599137e83
Console command permissions can be changed in the client permission menu, permitted commands are displayed in the client-side permission popup
2017-12-07 18:25:08 +02:00
juanjp600
26216a0d99
Fixed fish being selectable
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Closes #91
2017-12-07 00:01:48 -03:00
juanjp600
a272d22de8
Players can now pick up corpses to eat them
2017-12-06 17:57:58 -03:00
Joonas Rikkonen
9bc0931be5
Clients can execute permitted console commands server-side now. The console commands have three different actions: the default action, one that's executed client-side when a client uses it, and one that's executed server-side when a clients requests it. If the client-side action is omitted, the client relays the command to the server as-is. If the third action is omitted, the server executes the default action.
2017-12-06 19:53:05 +02:00
juanjp600
1e81a5acf1
Removed "RAGDOLL" console spam
2017-12-06 14:49:37 -03:00
juanjp600
0d8d0d62ec
Fixed ragdolling in multiplayer
2017-12-06 14:48:47 -03:00