Regalis
15b3dd31a8
Merge branch 'master' into new-netcode
2017-01-25 20:30:26 +02:00
Regalis
e27fa1c7ee
Readded team assignment logic
2017-01-15 20:39:06 +02:00
Regalis
bd7766d3e7
Server clears EntityEventManager before starting a new round, not just when ending it (fixes events breaking during the next round if an item created an event when unloading the previous sub) + some additional error checks
2017-01-14 20:26:41 +02:00
Regalis
fdbdf9638f
Fixed railgun aiming, fixed EntityEvent not being sent if a character is killed by something else than health dropping to zero
2017-01-14 14:45:19 +02:00
Regalis
fecb7bee9a
Syncing attack input
2017-01-13 17:53:40 +02:00
Regalis
037bd09c2c
- clients ignore lobby updates if they already received a more up-to-date one
...
- server tells clients their ID in the first lobby update
- clients take control of a spawned character if their ID matches the ownerID of the character (-> respawning works now)
2017-01-11 21:31:19 +02:00
Regalis
dc3885a2da
Server doesn't un-freezes characters that are stunned, unconscious or dead, or controlled by the host
2017-01-11 21:24:03 +02:00
Regalis
df59f0d089
Fixed speech bubbles, server sends the ID of a speaking character instead of the name
2017-01-10 18:40:12 +02:00
Regalis
81c3641d97
Optimized mouse position syncing from server to clients, removed a redundant WritePadBits from Character.ServerWrite
2017-01-10 00:10:11 +02:00
Regalis
72eb2aa769
Tiny optimization
2017-01-09 21:39:39 +02:00
juanjp600
b35b683cd8
Removed Select debug code
2017-01-09 15:09:26 -03:00
juanjp600
34c2ccf932
Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode
2017-01-09 15:06:32 -03:00
juanjp600
cfeb720836
Fixed IsKeyHit (ladder climbing being inconsistent) + optimized interaction syncing
...
Instead of sending over mouse position as two floats (8 bytes total), the game will send the aim angle represented as a short (0 to 65535, so it's fairly precise) and the selected item ID (up to 4 bytes total, 2 bytes if it's only one of the inputs).
The problem with IsKeyHit is that it checked when the player started a key press, when it should've been checking for the key being released.
2017-01-09 15:06:19 -03:00
Regalis
ff96f152ce
Resetting EntityEvent & EntitySpawner IDs when starting a new round, LOS effect is enabled when a client takes control of a character
2017-01-09 18:22:37 +02:00
juanjp600
a75ef8ee51
Optimized MaxVal
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0x200 represents a bit that isn't used for any flags, 0x1FF represents all usable bits
2017-01-08 12:45:44 -03:00
juanjp600
073def094f
Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode
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# Conflicts:
# Subsurface/Source/Characters/Character.cs
2017-01-08 12:30:56 -03:00
juanjp600
4b868fc09d
Constant error correction + fixed standing catchup
...
With constant correction, there's little chance for a large difference to build up, so it becomes practically unnoticeable.
Also added a flag which stops the character from updating client-side until the server sends the spawning position.
2017-01-08 12:20:36 -03:00
Regalis
6747faae3d
Clients can't make their character immortal by not sending inputs, clients don't implode their characters unless the server says so
2017-01-07 19:25:22 +02:00
Regalis
44cbd0d9bf
Fixed AI characters constantly flipping over the X-axis when inside, fixed clients not receiving a msg about characters spawned by RespawnManager
2017-01-07 16:51:51 +02:00
Regalis
6364915353
Fixed incorrect msg lengths in CHARACTER_POSITION messages (+ calculating the length automatically)
2017-01-07 16:11:50 +02:00
Regalis
629df6aab3
HuskInfection unsubscribes from the OnDeath event when the infection is cured (-> cured characters don't turn into husks when they die)
2017-01-07 14:48:09 +02:00
juanjp600
7dc474dab4
Actually round movement.X down to zero
...
whoops
2017-01-06 16:05:23 -03:00
juanjp600
f453980ace
Replaced isStillCountdown with a speed check for server catch-up
2017-01-06 14:09:06 -03:00
Regalis
65d64af041
Server reads CHARACTER_INPUT messages even if the client isn't allowed to move (but ignores the inputs), otherwise it would fail to read the rest of the packet
2017-01-06 18:19:51 +02:00
Regalis
2a7ef5dd84
Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode
2017-01-06 17:43:40 +02:00
Regalis
80e743916a
Character death syncing, characters don't reselect items when they receive a network msg about an item they have already selected
2017-01-06 17:43:30 +02:00
juanjp600
5b4d6120ff
Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode
2017-01-05 22:37:45 -03:00
juanjp600
0569a665f4
Fixed a server-side off-by-one error in the player input IDs
...
I'm guessing this one comes from the player's position not being updated immediately after the input is processed, so that's where most of the remaining error came from.
Also added some rounding to the horizontal velocity when approaching 0, and changed something that depended on the head limb to use the collider instead, which should hopefully further reduce the chance of syncing errors.
2017-01-05 22:37:14 -03:00
Regalis
beac45458e
Transforming received in-sub mouse coordinates to outside coordinates if the character is outside and vice versa, HiddenSubPosition fix (can't use Level.Loaded to find the top of the level because the level isn't loaded yet)
2017-01-05 19:08:54 +02:00
Regalis
518eea746e
Transforming in-sub MemPos/MemLocalPos coordinates to outside coordinates if the character is outside and vice versa, server doesn't start sending ingame updates until they receive the first ingame update message from the client (no need to send updates while the client is loading or if they fail to start the round)
2017-01-05 18:16:58 +02:00
Regalis
ba4ee843f3
Syncing character/construction selection
2017-01-04 21:37:19 +02:00
Regalis
7a40658fba
derp
2017-01-04 20:46:51 +02:00
Regalis
179079b91c
Clients can't set the health or stun timer of a character unless they receive a msg from the server
2017-01-03 23:52:15 +02:00
Regalis
bb685019a2
Fixes to unconscious character pos syncing:
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- main limb is anchored to collider
- server ignores inputs from unconscious characters and doesn't freeze them
- using timestamp-based interpolation on the client's own character instead of IDs
2017-01-03 23:49:37 +02:00
Regalis
1fb15f5589
The collider position of the controlled character is synced with the same interpolation logic as the rest of the characters when unconscious/stunned (todo: make the ragdoll follow the collider even when unconscious/dead/stunned)
2017-01-02 22:40:00 +02:00
Regalis
c318e629ff
Health, bleeding, oxygen & stun syncing, sending aim and use inputs and cursor positions to clients so other players will be able to see when someone is shooting, hitting with a wrench etc
2017-01-02 22:12:50 +02:00
Regalis
1f07b18e5b
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Items/Components/DockingPort.cs
Subsurface/Source/Items/Components/Signal/Wire.cs
Subsurface/Source/Items/Item.cs
2016-12-29 22:18:27 +02:00
Regalis
020aac55ea
AICharacter position syncing
2016-12-29 22:01:50 +02:00
Regalis
98183c47fb
Syncing aim & use inputs (i.e. left and right click)
2016-12-28 22:33:43 +02:00
Regalis
12b7290bad
Fixed Ragdoll.HeadInWater not being set to true if the character is inside a water-filled hull but the head is outside the sub, HUDProgressBars aren't created when a non-controlled character repairs something
2016-12-28 20:00:40 +02:00
Regalis
49d4108eeb
Fixed character colliders sinking/floating away when using a railgun controller underwater
2016-12-28 19:56:52 +02:00
juanjp600
a733e917dd
Readded input enum flags
2016-12-24 18:14:54 -03:00
Regalis
5e8a01636e
Fixed exception when trying to remove a limb with no sprite
2016-12-20 16:10:47 +02:00
Regalis
311f388358
Limbs with no sprite don't cause the game to crash anymore, lightsources attached to a limb are drawn at the interpolated position (= DrawPosition) of the limb, lightTexture origin is flipped on the X-axis when parent limb flips
2016-12-17 14:24:54 +02:00
Regalis
b01b38da68
Bunch of new sounds by Omniary, some charactersound & soundplayer refactoring
2016-12-15 21:42:15 +02:00
Regalis
1f454d593e
Inventory syncing, objHeader is passed to the ClientRead/ServerRead methods so they can determine how to read the msg (is it an inventory update, position, input, etc)
2016-12-10 16:39:58 +02:00
Regalis
983c54f4b5
CharacterInventory is moved back to the bottom left corner if selecting a character whose inventory has been moved
2016-12-10 13:55:29 +02:00
Regalis
bea523187b
The host can send chat messages, fixed client not being passed to ServerRead methods
2016-12-09 16:45:08 +02:00
Regalis
3eec463f5e
Anim tweaking, simplified (+ non-broken) water drag logic
2016-12-09 15:02:48 +02:00
Regalis
d95acec6a2
v0.5.4.1 + regenerated waypoints in vanilla subs & FishAnim tweaking
2016-12-04 19:21:17 +02:00