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
1f07b18e5b
Merge branch 'master' into new-netcode
...
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
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
5db3315bf3
The "check updates" tickbox in the launcher can be clicked again, nicer changelog formatting in the launcher, setting kb focus to the item searchbox in sub editor automatically
2016-12-14 19:53:06 +02:00
Regalis
d6ba825baf
Wire nodes can't be moved when editing wire connections, all mapentities are deselected when toggling wiring/character mode
2016-12-14 18:09:29 +02:00
Regalis
d7ed27381f
List of linkable subs in the editor is refreshed after saving a new sub
2016-12-14 17:00:09 +02:00
Regalis
73eb6a2f1b
Pausing all sounds when switching to editor screen, temp save folder is cleared before saving (fixes unnecessary files being included in saves)
2016-12-13 23:10:52 +02:00
Regalis
f9ea876edf
- sub list in the main menu is refreshed when MainMenuScreen is selected (-> downloaded and newly created subs appear in the list)
...
- fixed "editing menu" not disappearing after an entity is removed in the editor
- debugconsole textbox is automatically selected when opening the console
- clearing the current gamesession if returning to main menu using the console
2016-12-12 14:49:16 +02:00
Regalis
568c909ff0
Improved wire editing logic:
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- wires have to be selected by clicking before any nodes can be moved
- wires can be selected by clicking either the nodes or the sections
- new nodes can be added by clicking a section while holding ctrl
- the selected wire is drawn on top of all other entities
2016-11-30 16:45:21 +02:00
Regalis
e10b3dfef5
Sub editor: zooming not allowed if the cursor is on a GUIComponent, disabled music, limiting item names in the "previously used" listbox
2016-11-29 18:32:51 +02:00
Regalis
0b03b78606
Entities that are behind other entities can be selected using a listbox that appears when hovering the cursor over them, itemcomponent GUIFrames aren't added to GUIUpdateList in sub editor (unless in character mode)
2016-11-29 17:30:13 +02:00
Regalis
adde3461ea
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/Items/Components/Door.cs
Subsurface/Source/Items/Components/Power/PowerContainer.cs
Subsurface/Source/Items/Components/Signal/Wire.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Networking/ChatMessage.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Networking/GameServerLogin.cs
Subsurface/Source/Networking/GameServerSettings.cs
Subsurface/Source/Networking/NetworkMember.cs
2016-11-24 19:52:40 +02:00
Regalis
03e55a2040
whoops
2016-11-21 18:00:47 +02:00
Regalis
c3b84ca835
Re-enabled client permission settings in NetLobbyScreen, fixed clients not setting their permissions when receiving PacketTypes.Permissions
2016-11-21 17:46:03 +02:00
Regalis
4cef011131
Hull volume helper is hidden when no hulls are selected, using the HasPermission method for consistency
2016-11-21 16:55:56 +02:00
juanjp600
7a3bce3973
Hull volume helper in editor + Character name matches client name + Better-looking Watcher light source
...
Also '' is a thing of the past, use \" instead
2016-11-20 18:47:22 -03:00
Regalis
16cf9f6c81
Handling exceptions in particle update, gamesession UI order fix, traitor setting loading fix
2016-11-16 20:14:14 +02:00
Regalis
3bd635e3d4
derp
2016-11-16 17:40:12 +02:00
Regalis
f8d2bb4e2a
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2016-11-16 17:37:43 +02:00
Regalis
5b99f9e35e
Saving server info box & traitor settings
2016-11-16 17:36:38 +02:00
juanjp600
d2c17274fe
GUI elements now respect render order + some minor distance comparison optimization
2016-11-15 22:26:36 -03:00
Regalis
0c9a55e9e0
- server doesn't create a new EntityEvent if there's a duplicate event waiting to be sent
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- hull, radar, steering & pump syncing
2016-11-14 16:58:21 +02:00
Regalis
c2098f06f8
Removed a redundant DrawRectangle method & redundant sub visibility culling in GameScreen
2016-11-12 18:29:39 +02:00
Regalis
0353732e7e
Fixed highlighting items when highlighting a wire in a connection panel
2016-11-12 18:27:35 +02:00
Regalis
7fa660d38e
Wires can be cloned and moved if both items it's connected to are selected
2016-11-12 15:51:46 +02:00
Regalis
d403b38440
Hull, Gap & WayPoint cloning, equipped items are removed when switching from character mode to wiring or mode or vice versa
2016-11-12 15:44:02 +02:00
Regalis
e6b2919877
Items/structures can be copied by holding ctrl in the editor
2016-11-11 17:37:03 +02:00
Regalis
4bb8531775
Moving dummycharacter collider to cursor pos in the editor (-> dropped items are positioned correctly)
2016-11-10 17:21:30 +02:00
Regalis
ac65a431a8
Merge branch 'master' into new-netcode
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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
f4a942414d
More efficient culling, workaround for null exception in CombatMission.GetTeamName
2016-11-06 19:41:32 +02:00
Regalis
bddc673fed
Mapentity visibility culling based on their parent sub (-> subs outside the camera view aren't rendered)
2016-11-06 18:59:05 +02:00
juanjp600
f0acf69065
Merge remote-tracking branch 'barotrauma/master' into new-netcode
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# 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
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# 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
1e61e815b8
Changes for linux version
2016-11-03 20:11:56 +02:00
Regalis
8011aecb31
Autorestart countdown is reset and the start button re-enabled if an exception is thrown when starting a new round, "restarting in X seconds" clamped over 0, added resolution & window mode to crash reports
2016-11-02 18:00:37 +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
2f3d3ba9ea
LOS color is based on ambient light, added a parallax effect to background particles
2016-10-27 19:25:15 +03:00
Regalis
62dd055e8d
Merge branch 'master' into animcontroller-overhaul
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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
a8484e10ff
Unlit LOS effect, IJKL doesn't move the sub when the debug console is open
2016-10-23 19:01:46 +03:00
Regalis
641e579e92
Backported animcontroller-overhaul
2016-10-22 15:18:16 +03:00
Regalis
92b61ee816
Merge branch 'master' into animcontroller-overhaul
2016-10-19 21:15:44 +03:00
Regalis
db8c2b9f8e
Changed colliders from limbs to normal physics bodies, removed RefLimb
2016-10-15 20:08:51 +03:00
Regalis
fbf4b4fcad
LOS can be disabled through the console, slightly brighter default LOS color
2016-10-13 16:02:54 +03:00
juanjp600
506ef2f2aa
Attempted fix for drawableComponents crash + LOS tweaks
2016-10-12 19:24:39 -03:00
juanjp600
7e6ef65eb3
Improved LOS effect
...
It's pretty inefficient (I need to figure out how to set up new shaders), and it might let the player see too much, but it looks way better than pure black.
2016-10-12 16:54:41 -03:00
Regalis
60b36e020c
Changed ItemSpawner to EntitySpawner, used for syncing both item and character spawning
2016-10-12 19:25:01 +03:00
juanjp600
72033a581e
Merge remote-tracking branch 'refs/remotes/barotrauma/master'
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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
bbec3d64dc
Amount of ambient light decreases when going deeper, closest sub can be moved with IJKL
2016-10-11 18:23:25 +03:00
Regalis
d8476d9371
Hull-specific ambient lighting: light sources increase the amount of ambient light in rooms and the light can spread to adjacent rooms through gaps. Allows making the default ambient light much darker without making shadows look too dark in fully lit subs.
2016-10-10 21:13:22 +03:00