Commit Graph

111 Commits

Author SHA1 Message Date
Regalis
17a7cb70ed Resetting character position to the server pos if the difference between the positions is large enough 2016-11-09 19:58:05 +02:00
Regalis
e1c2cd4d53 Networked characters can climb ladders without joining the Europan Space Program 2016-11-09 18:17:04 +02:00
Regalis
ac65a431a8 Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Items/Components/Signal/Wire.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Items/ItemInventory.cs
	Subsurface/Source/Networking/GameServer.cs
2016-11-09 17:58:56 +02:00
Regalis
9eaca68cea Clients move their saved local positions if they don't match the servers position (instead of immediately snapping to the latest server position)
TODO: prevent ladders from sending the character flying, some safeguards in case positions are way off
2016-11-09 17:43:23 +02:00
Regalis
f259f3fba4 Limiting character movement when collider isn't upright (can't run at full speed if lodged in some tight space), hack-ish way of moving the collider of a character that's being dragged 2016-11-07 18:52:36 +02:00
Regalis
de3966ae95 - character colliders stay enabled when the character is unconscious/stunned (prevents getting stuck inside walls when the collider is re-enabled)
- can't climb over obstacles if the contact point is above the center of the character collider
- higher "obstacle climbing velocity"
- limiting collider velocity when dragging another character
2016-11-06 18:56:03 +02:00
juanjp600
160eff85d0 Input fast-forward/catchup when standing still for 15 frames
Also made position correction work based on linear velocity so running doesn't make you twitch nearly as much.
2016-11-06 13:43:53 -03:00
juanjp600
f0acf69065 Merge remote-tracking branch 'barotrauma/master' into new-netcode
# Conflicts:
#	Subsurface/Properties/AssemblyInfo.cs
#	Subsurface/Source/Characters/AI/EnemyAIController.cs
#	Subsurface/Source/Characters/AICharacter.cs
#	Subsurface/Source/Characters/Character.cs
#	Subsurface/Source/Items/Components/Signal/Connection.cs
#	Subsurface/Source/Items/Item.cs
#	Subsurface/Source/Map/Structure.cs
#	Subsurface/Source/Networking/GameClient.cs
#	Subsurface/Source/Networking/GameServer.cs
#	Subsurface/Source/Screens/NetLobbyScreen.cs
2016-11-05 18:18:20 -03:00
juanjp600
35dafc4792 Merge remote-tracking branch 'barotrauma/master' into new-netcode
# Conflicts:
#	Subsurface/Source/Characters/Character.cs
#	Subsurface/Source/Items/Components/Machines/Steering.cs
#	Subsurface/Source/Map/Structure.cs
#	Subsurface/Source/Networking/GameClient.cs
#	Subsurface/Source/Networking/GameServer.cs
2016-11-05 18:09:44 -03:00
Regalis
a32198ff80 v0.5.3.1 2016-11-04 16:27:53 +02:00
Regalis
95937694f4 Colliders can "climb" over small obstacles 2016-11-02 17:14:57 +02:00
Regalis
1b818b6422 Fixed timestep logic is disabled during loading (less choppy loading screens & no pause at the start of the game), damageable structures visible in LOS again, footstep sound tweaking 2016-11-01 19:05:09 +02:00
Regalis
eb2c51c2f1 Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method) 2016-10-31 20:50:20 +02:00
Regalis
29ad3d2555 Removed limb impact tolerances from creature configs & added ragdoll-specific impact tolerance 2016-10-26 20:20:42 +03:00
Regalis
62dd055e8d Merge branch 'master' into animcontroller-overhaul
Conflicts:
	Subsurface/Content/Characters/Crawler/crawler.xml
	Subsurface/Source/Characters/AICharacter.cs
	Subsurface/Source/Characters/Animation/FishAnimController.cs
	Subsurface/Source/Characters/Animation/Ragdoll.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/Map/Submarine.cs
	Subsurface/Source/Map/SubmarineBody.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Physics/PhysicsBody.cs
2016-10-25 20:09:25 +03:00
Regalis
07f8c966ab Submarine position is synced using the same logic as the characters, AICharacter position syncing 2016-10-25 19:01:19 +03:00
Regalis
641e579e92 Backported animcontroller-overhaul 2016-10-22 15:18:16 +03:00
Regalis
b410a04a86 Fixes 2016-10-21 19:55:48 +03:00
Regalis
92b61ee816 Merge branch 'master' into animcontroller-overhaul 2016-10-19 21:15:44 +03:00
Regalis
e2d0e7fe24 Moved collider position correction logic to the physicsbody class (so that it can be used for sub & item syncing), character position msg length is written in bytes instead of bits, misc cleanup/refactoring 2016-10-19 20:49:18 +03:00
Regalis
b4389277aa Collider isn't moved to the position of the main limb when frozen, limb collisions are temporarily disabled if the ragdoll is too far from the collider, some cleanup 2016-10-19 16:21:54 +03:00
Regalis
51a2bf097d Using update IDs instead of timestamps to correct client-side movement predictions 2016-10-19 00:56:24 +03:00
Regalis
de203cc424 - a WIP attempt to correct the position of the controlled character based on updates from the server
- fixed server not being able to move character controllers
- renamed IsNetworkPlayer -> IsRemotePlayer
2016-10-19 00:15:29 +03:00
Regalis
6cf6b31594 Ragdoll syncing bugfix 2016-10-18 19:04:47 +03:00
Regalis
b68eeda8a8 WIP position syncing 2016-10-17 22:34:59 +03:00
Regalis
0cafc674dd - projectiles don't stick to colliders
- fixed impacts weaker than the damage threshold giving characters health
- possible to slide down ladders
- improved IndoorsSteeringManager ladder climbing logic
2016-10-17 17:41:41 +03:00
Regalis
efcc466fdd - added colliders to all monster configs
- disabling monster collider & placing it at mainlimb when stunned/dead/frozen
- monsters can't swim above water
- misc fixes
2016-10-17 16:32:57 +03:00
Regalis
704c7c7561 Collider-controlled monster movement 2016-10-16 22:24:33 +03:00
Regalis
f3e74a6a41 Collider-controlled swimming, fixes 2016-10-16 20:07:34 +03:00
Regalis
db8c2b9f8e Changed colliders from limbs to normal physics bodies, removed RefLimb 2016-10-15 20:08:51 +03:00
Regalis
1b59d1bc21 - disabling the collider and placing it on the torso when swimming, stunned or dead (todo: attempt to get swimming working with the collider controlling movement)
- only the collider can receive impact damage
- shorter collider to allow crouching in tight spaces
- AI characters are considered close enough to a waypoint if their collider overlaps with it (instead of a distance check)
2016-10-14 16:11:45 +03:00
Regalis
9d9c50a520 Progress 2016-10-14 01:10:46 +03:00
Regalis
62c88be214 Controlling humanoid movement with one capsule-shaped physics body that other limbs (attempt to) follow
Broken and WIP
2016-10-14 00:13:19 +03:00
juanjp600
72033a581e Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/GUI/GUI.cs
	Subsurface/Source/GameMain.cs
	Subsurface/Source/GameSettings.cs
	Subsurface/Source/Items/CharacterInventory.cs
	Subsurface/Source/Items/Components/ItemComponent.cs
	Subsurface/Source/Items/Components/Machines/Pump.cs
	Subsurface/Source/Items/Components/Machines/Radar.cs
	Subsurface/Source/Items/Components/Machines/Steering.cs
	Subsurface/Source/Items/Components/Power/PowerContainer.cs
	Subsurface/Source/Items/Inventory.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Items/ItemSpawner.cs
	Subsurface/Source/Map/Levels/WaterRenderer.cs
	Subsurface/Source/Map/LinkedSubmarine.cs
	Subsurface/Source/Map/Map/Map.cs
	Subsurface/Source/Map/Structure.cs
	Subsurface/Source/Map/Submarine.cs
	Subsurface/Source/Map/WayPoint.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Physics/PhysicsBody.cs
	Subsurface/Source/Screens/GameScreen.cs
2016-10-11 20:19:25 -03:00
Regalis
7e20d7a17a Timing.Alpha isn't updated if accumulator < step, using interpolated positions to draw lightsources & ragdoll/ai debug info (-> no twitching when the sub is moving) 2016-10-11 16:34:59 +03:00
Regalis
d4e9116b0f Audio channel states visible in debug view + some sound fixes:
- a short "cooldown" after each footstep sound (prevents the sound playing multiple times during one footstep)
- water flow sounds are only played by one of the hulls a gap is between
- flow rate affects the range of the flow sound
2016-10-09 20:11:08 +03:00
juanjp600
02d98f5d29 Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	Subsurface/Source/Networking/FileStreamReceiver.cs
	Subsurface/Source/Networking/FileStreamSender.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Networking/GameServerLogin.cs
	Subsurface/Source/Networking/NetworkEvent.cs
	Subsurface/Source/Screens/NetLobbyScreen.cs
2016-09-24 21:28:37 -03:00
juanjp600
d537e8795a Replace '' (two single quotes) with \" (double quote)
We must correct post-traumatic Blitz disorder
2016-09-24 21:26:08 -03:00
juanjp600
44e12ffed2 Basic player input syncing
There's currently a bug where the inputs might be read out of order or more than once, which leads to desync. I'll feel really dumb when I find what's going on here.

Also, I'm using placeholder player spawning because CharacterInfo doesn't seem to be fully functional yet.
2016-09-22 21:20:46 -03:00
juanjp600
edab86f730 Character freezing + Misc fixes 2016-09-21 16:46:12 -03:00
Regalis
f21000124b 0.5 sec delay when switching from swimming to walking or vice versa (prevents rapid switches between swimming/walking if the water level is fluctuating around the minimum swimming depth) 2016-09-21 20:14:24 +03:00
Regalis
94cec67a2b Characters that aren't inside a hull or can't enter subs won't attempt to play a walking animation 2016-09-07 20:18:52 +03:00
Regalis
3b394976e4 A new monster, some changes to fish animation logic (creatures don't need to have a head, more pronounced swimming movement, option to select the position where steering forces are applied) 2016-09-04 19:18:44 +03:00
Regalis
2c5d272acd - special death messages for husk infections
- fixed husk infections not being removed from clients
- more accurate bleeding indicators
- humanoid standing anim tweaking
2016-08-28 20:22:45 +03:00
Regalis
e2885a912d Husk infections, manually attacking when controlling a creature 2016-08-28 16:16:02 +03:00
Regalis
d476ebdc8d Fixed letting go of dragged character when entering/exiting the sub, fixed spawnitems not being visible in the job info window 2016-08-22 16:49:43 +03:00
Regalis
66df9c1dd0 Reverted the Ragdoll.SetPosition changes done in commit 6993318, won't work when standing partially through a platform 2016-08-13 18:31:55 +03:00
Regalis
69933188d6 Ragdoll.SetPosition takes platforms into account if the character isn't ignoring platforms (i.e. forcing a character on top of a platform won't make it fall through it), reaching the top/bottom of a ladder won't make networkplayers fall off, server ignores position updates from dead/unconscious characters, smaller ResetRagdollDistance 2016-08-10 19:16:18 +03:00
Regalis
1a0451d0a8 - items can be equipped/unequipped by double clicking
- items inside the respawn shuttle
- using the teleport method when moving a character into or out from a sub
- removing dropped items from the respawn shuttle when respawning
2016-07-29 22:25:48 +03:00
Regalis
a5111d33df Tons of AI + pathfinding bugfixes:
- waypoints are created between docked subs and removed when they undock
- fixed start waypoint being left out of steering paths
- NPCs won't close doors/hatches on themselves
- NPCs won't let go of ladders until their feet are above the lower edge of the hull
- fixed FindDivingGear "loops": need to find a suit -> need to get to a suit -> need a suit to get to the suit -> need to find a suit...
- fixed characters constantly turning from side to side in small rooms
- recursive function for finding the button which opens a door (so a button doesn't have to be connected straight to a door for an NPC to be able to open it)
- AIObjectiveGetItem keeps searching for more suitable items even if a path to a matching item has been found
2016-07-08 20:53:11 +03:00