Joonas Rikkonen
|
3877c18d0c
|
(c15419d90) Changelog additions + merge fix
|
2019-04-08 19:20:05 +03:00 |
|
Joonas Rikkonen
|
71d546ff7f
|
(f36b3a111) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
|
2019-04-08 19:17:50 +03:00 |
|
Joonas Rikkonen
|
9a829206af
|
(2c264b075) Improve readability (no functional changes).
|
2019-04-08 19:17:06 +03:00 |
|
Joonas Rikkonen
|
63971c90a9
|
(a9fbb0120) Disable controls when the pause menu or settings menu is open. Closes #1391
|
2019-04-08 19:16:37 +03:00 |
|
Joonas Rikkonen
|
d482e6554d
|
(276e03242) Reset Use and Select inputs when releasing the Shoot input to prevent accidentally selecting/using items
|
2019-04-08 19:16:09 +03:00 |
|
Joonas Rikkonen
|
9c07ebda53
|
(8311f9380) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
|
2019-04-08 13:36:00 +03:00 |
|
Joonas Rikkonen
|
d28b04ed3b
|
(30308f7e4) Fixed players being able to overwrite vanilla content when the vanilla package is not selected
|
2019-04-08 13:35:46 +03:00 |
|
Joonas Rikkonen
|
1f8b2325ed
|
(5d487a390) Cleanup.
|
2019-04-08 13:35:32 +03:00 |
|
Joonas Rikkonen
|
8850d49960
|
(3f75a3756) Minor optimization: removing hudbars don't generate garbage anymore (the collection usually contains only one item and the loop was not evaluated many times, but it still doesn't hurt to fix it, especially when there's a todo note about it).
|
2019-04-08 13:35:18 +03:00 |
|
Joonas Rikkonen
|
14d0daf16d
|
(ccef21f63) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
|
2019-04-06 17:49:31 +03:00 |
|
Joonas Rikkonen
|
45c1ed499a
|
(e326112f5) Increased discharge coil sound range and added camera shake to make it more noticeable when it's used
|
2019-04-06 17:49:18 +03:00 |
|
Joonas Rikkonen
|
8e56174d28
|
(6a236c1f3) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
|
2019-04-06 17:47:58 +03:00 |
|
Joonas Rikkonen
|
ebb62d2fd2
|
(a432c283e) Fixed popping texture when fixing reactor
|
2019-04-06 17:47:45 +03:00 |
|
Joonas Rikkonen
|
8713b0ba8e
|
(9a1210d72) Fixed not being able to zoom out fully with turrets
|
2019-04-06 17:47:20 +03:00 |
|
Joonas Rikkonen
|
29e979d60a
|
(7840e7e91) Fixed characters selecting entities when dragging and dropping items into them when the Select input is bind to Mouse1.
|
2019-04-05 16:13:27 +03:00 |
|
Joonas Rikkonen
|
cc122f2bbf
|
(b451554e8) Merge remote-tracking branch 'origin/dev' into keymapping-refactor-test
|
2019-04-04 11:10:29 +03:00 |
|
Joonas Rikkonen
|
b08a31a68f
|
(33ab1e038) Add buttons for resetting the settings to the defaults and setting the default keybindings. TODO: pressing the buttons should refresh the settings frame instead of closing it.
|
2019-04-04 11:10:14 +03:00 |
|
Joonas Rikkonen
|
a3425a0432
|
(bb85ea959) Fixed last item not being visible in grid layout groups if it's the only item on the last row
|
2019-04-04 11:08:49 +03:00 |
|
Joonas Rikkonen
|
7eb03ea6b3
|
(874c38a79) Show keybindings for use or shoot in the tooltips.
|
2019-04-04 11:08:33 +03:00 |
|
Joonas Rikkonen
|
d4752bb6a0
|
(9f5c9fbcb) Make sure lazy-loaded sprites load their texture when creating a GUIImage, because the image needs to know the size of the texture to scale itself correctly. Fixes location portraits not being visible in the campaign menu when a location is selected for the first time.
|
2019-04-04 11:08:18 +03:00 |
|
Joonas Rikkonen
|
7491b06a5d
|
(bbd192053) Rebind Select and Use keys. Refactor GameSettings to support legacy bindings, when they are set. That is, if the new "deselect" and "shoot" keys are not defined, but the player config file is found, use the "select" and the "use" keys instead of the defaults.
|
2019-04-04 11:08:02 +03:00 |
|
Joonas Rikkonen
|
79ea41e6c9
|
(4f4395b00) Reduced the size of the disallowed item interface area around the chatbox
|
2019-04-04 11:07:45 +03:00 |
|
Joonas Rikkonen
|
c8a7815ef8
|
(6ae5f1e59) Sync the new input with the server.
|
2019-04-04 11:06:59 +03:00 |
|
Joonas Rikkonen
|
5f05322fdb
|
(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
|
2019-04-04 11:06:12 +03:00 |
|
Joonas Rikkonen
|
64bec6d3b9
|
(684bcee1a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
|
2019-04-03 16:24:20 +03:00 |
|
Joonas Rikkonen
|
516159fe43
|
(d404aba3e) Added background color to keybind inputs in the Controls settings layout, to help readability
|
2019-04-03 16:24:06 +03:00 |
|
Joonas Rikkonen
|
c9ad39da08
|
(b35e82550) Added a longer delay to getting killed by pressure (5 seconds in max pressure), made the pressure-zoom-in effect appear as soon as the pressure in a room starts to rise (not after it's half-way to lethal pressure), added blood particle effects when under high pressure
|
2019-04-03 16:23:51 +03:00 |
|
Joonas Rikkonen
|
98cf26178f
|
(3b3130a00) Added an option to disable mouselook, let camera zoom further when controlling a large monster
|
2019-04-03 16:23:23 +03:00 |
|
Joonas Rikkonen
|
0ecfc426ff
|
(45f083a5a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
|
2019-04-03 16:22:12 +03:00 |
|
Joonas Rikkonen
|
0dd1823eb1
|
(44a496915) Added: Template for using a video with the Welcome text in the tutorial if needed. Removed: Old spritesheets. Fixed: Bug in fetching crew with certain jobs
|
2019-04-03 16:21:57 +03:00 |
|
Joonas Rikkonen
|
5cf66d7343
|
(ecda2cb2a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
|
2019-04-02 12:41:32 +03:00 |
|
Joonas Rikkonen
|
e86d86c41f
|
(9bd8db487) Allow to aim in ladders when not moving.
|
2019-04-02 12:41:18 +03:00 |
|
Joonas Rikkonen
|
7d8b489319
|
(683847e26) Test: disable camera movement completely when an item interface is open (not just when the cursor is on the interface)
|
2019-04-02 12:41:04 +03:00 |
|
Joonas Rikkonen
|
a46c195532
|
(2a183f60c) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
|
2019-04-01 22:51:07 +03:00 |
|
Joonas Rikkonen
|
5d6cbb5898
|
(b522c4551) Don't assign the attackinglimb if we shouldn't be attacking. Fixes Hammerhead not falling back after hitting the sub.
|
2019-04-01 22:50:39 +03:00 |
|
Joonas Rikkonen
|
d511ecd4e3
|
(5218c43a0) Server sends the IDs of both selected characters and selected items to the clients. Previously this wasn't needed, because it wasn't possible to have both a character and an item selected at the same time. Fixes characters floating mid-air client-side when dragging others up stairs, and probably some other undiscovered bugs as well.
|
2019-04-01 22:50:11 +03:00 |
|
Joonas Rikkonen
|
ae6b797d73
|
(c2e1b24e2) Fixed remote characters sliding slowly to the left in multiplayer. Happened because linear velocity was written with an accuracy of 12 bits, causing the lowest possible value to be about 1.5 cm/s. Now extremely low velocity values are rounded down to zero. The server also now quantizes the LinearVelocity/AngularVelocity values, which should make position syncing a little more reliable because the server runs the physics using the same rounded values as the clients.
|
2019-04-01 22:49:58 +03:00 |
|
Joonas Rikkonen
|
3062e4c705
|
(1a1137b26) Charybdis now also targets the walls. Tweak Charybdis' attacks and priorities. Fix targeting walls for non-aggressiveboarders. Don't double the wall priority.
|
2019-04-01 22:49:15 +03:00 |
|
Joonas Rikkonen
|
fc9a3893f6
|
(b9babfcf6) Merge branch 'ragdoll-syncing-improvements' into dev
|
2019-04-01 22:49:01 +03:00 |
|
Joonas Rikkonen
|
2eaf22683d
|
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
|
2019-04-01 22:47:22 +03:00 |
|
Joonas Rikkonen
|
ec7e23061b
|
(38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider.
|
2019-04-01 22:47:03 +03:00 |
|
Joonas Rikkonen
|
11f2bf4b38
|
(f152bbbe1) Servers includes skill identifiers in CharacterInfo data sent to clients. Sending only the levels and assuming the client has the same skills in the same order made it difficult for servers to modify the skills without client-side modifications. Closes #1335
|
2019-04-01 14:27:11 +03:00 |
|
Joonas Rikkonen
|
84121674b1
|
(050a72bf3) Server resets remote character inputs if no inputs have been received in the past 0.5 seconds. Previously the server would assume the inputs hadn't changed from the last known ones, which works well when there are brief networking hiccups that cause the server to run out of inputs for a few frames, but if it takes longer, we don't want to keep the character firing a welding tool or whatever else they were doing until the kill disconnect timer kicks in.
|
2019-03-30 21:44:37 +02:00 |
|
Joonas Rikkonen
|
854c90c89a
|
(e38a3fef5) Fixed characters not letting go of the character they're grabbing when the health interface is closed with Esc or by clicking outside the window.
|
2019-03-29 21:51:24 +02:00 |
|
Joonas Rikkonen
|
0b098efbf6
|
(92a838f87) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
|
2019-03-29 21:50:58 +02:00 |
|
Joonas Rikkonen
|
6f919a4de0
|
(f8907b59f) Added: Proper scaling based on resolution for VideoPlayer. Modified: IsFlooding check of contextual tutorial to require water volume
|
2019-03-29 21:50:44 +02:00 |
|
Joonas Rikkonen
|
902e5e4493
|
(797046bbf) Fixed deselecting an item with Esc/E causing the character to interact with whatever the cursor is focused on. TODO: Fix autointeracting causing entities to be selected in MP (e.g. picking up an ammunition box by interacting with the loader causes the loader to be selected)
|
2019-03-29 17:26:40 +02:00 |
|
Joonas Rikkonen
|
ddfd7274e9
|
(d5ea3c7d5) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
|
2019-03-29 17:24:17 +02:00 |
|
Joonas Rikkonen
|
ca08b803dc
|
(891ef87c3) Fixed: CrewManager throwing errors if changing resolutions when a crewmember is dead. Added: Scaling of the objective list when changing resolutions
|
2019-03-29 17:24:02 +02:00 |
|
Joonas Rikkonen
|
af1f8be4fa
|
(ad3954bd2) Moved item HUD closing logic to Character.ControlLocal and removed it from ItemInventory. The deselection in ItemInventory was not synced with the server, causing the item to be immediately reselected after the HUD has been closed (and the logic was redundant anyway because it's also handled in Character).
|
2019-03-29 17:23:33 +02:00 |
|