juanjp600
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ecb7500df9
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Converted UInt32 ID's to UInt16
TODO: test everything, make sure nothing broke
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2017-03-06 16:25:12 -03:00 |
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Regalis
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f04a00f6e1
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Merge branch 'lighting-optimization'
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2017-03-02 19:39:55 +02:00 |
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Regalis
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a5017193bf
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Items don't attempt to set the positions of contained items with SetTransform if SetTransformIgnoreContacts fails (because the former calls the latter anyway, causing another exception). Still haven't managed to reproduce the exception
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2017-03-02 19:38:31 +02:00 |
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juanjp600
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f2db3c6b20
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Merge remote-tracking branch 'barotrauma/master' into lighting-optimization
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2017-03-01 15:02:23 -03:00 |
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juanjp600
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3868b70387
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Fixed windowed door shadows
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2017-03-01 13:41:37 -03:00 |
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Regalis
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f8304ceb7e
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Workaround for exceptions in SetTransformIgnoreContacts
http://undertowgames.com/forum/viewtopic.php?f=21&t=5915#p112558
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2017-02-27 20:55:23 +02:00 |
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juanjp600
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f3c58a2494
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Made item syncing look slightly less erratic on client's side
Still kinda glitchy, we might need a more elaborate approach later
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2017-02-25 12:22:38 -03:00 |
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Regalis
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3fcaff0288
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Merge branch 'master' into new-netcode
Conflicts:
Subsurface/Properties/AssemblyInfo.cs
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2017-02-22 23:33:14 +02:00 |
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Regalis
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75d047b57e
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Item position updates include whether the physics body is sleeping, clients disable sleeping bodies
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2017-02-22 21:27:52 +02:00 |
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Regalis
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d50eba55a6
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Fixed controller.userPos being recalculated incorrectly when flipping the sub (due to userPos being relative to the center of the item since commit 49d4108e)
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2017-02-21 20:24:02 +02:00 |
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Regalis
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13a9b7ea88
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More accurate velocity in item update messages (+ fixed incorrect message length)
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2017-02-20 20:43:14 +02:00 |
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Regalis
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52bf73722f
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ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
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2017-02-09 23:09:42 +02:00 |
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Regalis
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4c5da19ab4
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Clients predict the state of a door when a signal is received (and revert back to the correct state if no verification is received from the server in 1 sec)
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2017-02-08 19:56:42 +02:00 |
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Regalis
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304c67f904
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EntityEvent type written into item update messages using WriteRangedInteger, item position updates include the velocity of the item
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2017-02-07 21:18:22 +02:00 |
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Regalis
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e2a872ad90
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Fixed ItemContainer not setting the position of a contained item when it's placed in the ItemInventory, minor refactoring
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2017-02-07 21:06:42 +02:00 |
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Regalis
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b5bac67c4a
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WIP item position syncing
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2017-02-02 20:40:58 +02:00 |
|
Regalis
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7674647928
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Clients don't apply a received inventory state on the inventory until >1 second has passed since they sent their local state (prevents the inventory from briefly reverting to an old state if items are moved around in quick succession)
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2017-02-02 18:35:28 +02:00 |
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Regalis
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b8263d6a90
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Removing items from their parent inventory in item.Drop
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2017-01-31 20:11:19 +02:00 |
|
Regalis
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6bbd11630d
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Fabricator & deconstructor syncing
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2017-01-28 12:40:43 +02:00 |
|
Regalis
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0570956e24
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Wiring syncing
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2017-01-27 20:59:41 +02:00 |
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Regalis
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4589c2bcfb
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Syncing changes to ingame editable item properties (light colors etc)
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2017-01-27 18:28:07 +02:00 |
|
Regalis
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626e238994
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Merge branch 'master' into new-netcode
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2017-01-26 19:57:53 +02:00 |
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Regalis
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5afca48a82
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Relinking dockingport hulls to gaps after flipping the sub
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2017-01-26 19:57:21 +02:00 |
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Regalis
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15b3dd31a8
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Merge branch 'master' into new-netcode
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2017-01-25 20:30:26 +02:00 |
|
Regalis
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282c2b75d4
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Fixed docking ports disconnecting when a submarine is flipped
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2017-01-25 20:30:08 +02:00 |
|
Regalis
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8f50cca026
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Syncing StatusEffects applied by meleeweapons or using an item on self
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2017-01-15 14:49:15 +02:00 |
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Regalis
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f7ac98ab5f
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Broken items can be repaired, fixed clients never removing firesources (causing the lights to stay after the flames have been extinguished)
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2017-01-14 20:30:46 +02:00 |
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Regalis
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fdbdf9638f
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Fixed railgun aiming, fixed EntityEvent not being sent if a character is killed by something else than health dropping to zero
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2017-01-14 14:45:19 +02:00 |
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Regalis
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81f3d24070
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DockingPort syncing
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2017-01-12 18:03:52 +02:00 |
|
Regalis
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8a9b322b78
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Clients can create firesources if server tells them to, extinguishing fixes
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2017-01-11 18:03:01 +02:00 |
|
Regalis
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b9006983e4
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Item condition syncing
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2017-01-11 18:01:07 +02:00 |
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Regalis
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3041138f03
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Inventory.TryPutItem doesn't put an item in the inventory (or create a NetEntityEvent) if the item is already in it
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2017-01-10 20:50:31 +02:00 |
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Regalis
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402c745fc3
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Reimplemented chat range & radio messages. Each client now has their own chatMsgQueue, so all chat messages don't have to be sent to all clients.
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2017-01-07 19:22:48 +02:00 |
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Regalis
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1f07b18e5b
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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
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2016-12-29 22:18:27 +02:00 |
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Regalis
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12b7290bad
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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
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2016-12-28 20:00:40 +02:00 |
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Regalis
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49d4108eeb
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Fixed character colliders sinking/floating away when using a railgun controller underwater
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2016-12-28 19:56:52 +02:00 |
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Regalis
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c3d29e41ad
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Additional null check in Wire Update, stopping paused sounds before deleting them (prevents an OpenAL error when switching to sub editor when the mainmenu drone sound is playing)
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2016-12-21 20:35:38 +02:00 |
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Regalis
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40c28a11de
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Docked subs are forced to correct positions during loading and the docking is "locked" (subs won't get stuck inside each other even if the linked sub is placed incorrectly in the editor)
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2016-12-13 23:12:56 +02:00 |
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Regalis
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5241546069
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Fixed error message spam if a docking port is linked to another port in the same sub
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2016-12-12 13:31:26 +02:00 |
|
Regalis
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9819c52ced
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Fixed null exception if switching to wiring mode while some item is selected
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2016-12-12 13:28:44 +02:00 |
|
Regalis
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2871830670
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Fixed wire connections & nodes resetting when copypasting them
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2016-12-11 22:33:15 +02:00 |
|
Regalis
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1f454d593e
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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)
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2016-12-10 16:39:58 +02:00 |
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Regalis
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108dddf082
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Wall damage syncing, inventory serialization methods
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2016-12-10 13:06:17 +02:00 |
|
Regalis
|
63ca7254b2
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Fixed steering syncing
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2016-12-09 17:42:52 +02:00 |
|
Regalis
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fa712e0102
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Checking if a client can access an item in the itemcomponent serialization methods
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2016-12-09 16:56:17 +02:00 |
|
Regalis
|
f04ebf1503
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Wire IndexOutOfRange fix
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2016-12-09 14:49:36 +02:00 |
|
Regalis
|
c6380c3774
|
Broken junction boxes can't pass power from a box to another (wtf how have I not noticed this)
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2016-12-01 17:34:02 +02:00 |
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Regalis
|
bf88e2b8de
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ItemComponent HUD isn't drawn for ItemComponents that can't be selected
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2016-12-01 16:11:29 +02:00 |
|
Regalis
|
a2442bfcb8
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Simple MapEntity visibility culling (structures outside the camera view or items with nothing to render aren't drawn)
Could be optimized further, but already gives a pretty nice performance boost
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2016-11-30 21:09:11 +02:00 |
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Regalis
|
42ff4a0d9a
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The equipped wire can be moved from connection to another after connecting it, without having to unequip it first
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2016-11-30 16:47:36 +02:00 |
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