Commit Graph

111 Commits

Author SHA1 Message Date
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
adde3461ea Merge branch 'master' into new-netcode
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
16cf9f6c81 Handling exceptions in particle update, gamesession UI order fix, traitor setting loading fix 2016-11-16 20:14:14 +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
- 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
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
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
# 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
1e61e815b8 Changes for linux version 2016-11-03 20:11:56 +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
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
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
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
Regalis
e720fa366c Timing.Alpha isn't updated when the game is paused (-> no "twitching" when the pause menu is open), moved water scrolling and surface lerping from draw method to update 2016-10-09 15:12:57 +03:00
Regalis
1ba87165b0 Fixed camera being placed at {-2147483647, -2147483647} when starting a round, fixed debugdraw crashing the game, moving spectator camera along with the closest sub in Submarine.ForceTranslate 2016-10-08 17:19:54 +03:00
Regalis
e50b801a47 Separate draw/update methods for editingHUD & resizing 2016-10-07 17:06:26 +03:00
Regalis
bddcc36673 Separated inventory update & rendering logic 2016-10-04 23:52:32 +03:00
Regalis
ffc6782025 Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain) 2016-10-04 19:54:17 +03:00
juanjp600
e1296e4a8e Backported vsync changes from new-netcode, WIP hull visibility culling
The hull culling functions are there, they just aren't being used right now because there are some annoying bugs.
2016-10-02 22:24:31 -03:00
juanjp600
75e7b3a94e Merged branch master into combat-mission 2016-10-01 20:10:38 -03:00
juanjp600
4c7e8fe57d Character name scale based on zoom 2016-09-30 15:45:09 -03:00
Regalis
25274dd03f Linux damageshader, fixed keyhits being registered multiple times, added LevelGenerationParams.xml to the vanilla content package 2016-09-29 19:04:45 +03:00
Regalis
0ba69a3472 Using nonpremultiplied alpha when drawing damaged wall sections (-> no artifacts around windows anymore), particle collision optimization 2016-09-22 18:14:16 +03:00
Regalis
721f4ff5a6 Particle system improvements:
- particles can collide with the outer walls of the sub
- drag + waterdrag parameters
- fixed particles "twitching" when the submarine is moving fast
- submarine velocity only affects the initial velocity of the particles (i.e. accelerating the sub doesn't automatically accelerate them)
2016-09-21 19:45:20 +03:00
Regalis
f8368f464a Walls have an additional background sprite below the destructible sprite, separate parameters for rgb and alpha lerping in the damage shader 2016-09-19 21:51:37 +03:00
Regalis
b24359464b Wall damage shader testing (WIP) 2016-09-16 14:47:08 +03:00
Sebastian Broberg
400084f9e5 BackgroundCreatureManager and BackgroundSpriteManager can be overridden via Content packages
Changed "topshaft"
2016-09-03 18:05:26 +02:00
Regalis
9209e093d7 Camera isn't clamped to the top of the level, but there's a black rect that hides everything above the top "wall" 2016-08-05 14:06:54 +03:00
Regalis
581a7d5d9f Highlighted items glow in the dark, health bars are hidden when health is full, usernames and health bars are drawn at full brightness 2016-07-31 19:13:08 +03:00
Regalis
09782be231 - sonar shows the outlines of docked subs (instead of normal sonar blips)
- fixed lights not being removed if the same explosion is triggered again before the previous one is finished
- fixed electrical shocks from junction boxes stunning nearby players (and not just the player using the jb)
- showing restart timer as mins + secs
- more server settings
2016-07-25 18:30:13 +03:00
Regalis
03a3a156ba - fixed camera "twitching" when trying to move it above the upper limit of the level
- fixed duplicate hulls/gaps being placed at docking ports when saving and loading
- fixed linkedsubmarines moving when saving and reloading if the center of the wall vertices isn't he same as the center of the sub
- moving docked submarines along with the main sub when syncing the position
- characters are killed when the client controlling them disconnects (+ cause of death: disconnected)
- fixed the description box in server lobby
2016-07-15 19:21:10 +03:00
Regalis
296c5a14ed - host can respawn
- respawn info texts
- camera clamped to the the upper edge of the level
- fixed submarinebody being generated from all walls (and not just the ones belonging to that specific sub)
2016-06-23 18:23:20 +03:00
Regalis
dc7956274c - camera follows the closest sub
- WIP "respawn shuttle"
- submarine size affects its mass
- electricity fixes
2016-06-18 14:46:40 +03:00
Regalis
495a0f4124 - teleporting from sub to another works now
- repairtool fix
- submarines collide with each other
- every submarine is updated (so MainSub isn't the only one that can move)
- submarinebody vertex generation fix
2016-06-11 17:55:47 +03:00
Regalis
7349cdd310 Progress (compiles now) 2016-06-09 22:15:50 +03:00
Regalis
1f2937fad1 - opengl blur shader
- the "heal" console command cancels stun
- the camera shakes when the sub hits something only if controlled character is inside the sub
2016-05-18 11:45:38 +03:00
Regalis
be72fee824 Dirty workaround for background music breaking during loading (the music is switched when a round starts), the "wall" at the top of the levels is drawn on top of the lightmap, small fixes in AIObjectiveGetItem and BackGroundSpriteManager 2016-05-15 17:58:56 +03:00