Commit Graph

160 Commits

Author SHA1 Message Date
Joonas Rikkonen 12d1692bb5 Wearables can attach lightsources to limbs 2018-03-02 11:13:11 +02:00
Joonas Rikkonen 55a5e9e968 Syringes are recolored according to the color of the contained medical item. Closes #256 2018-03-01 11:26:04 +02:00
Joonas Rikkonen 2585cc9873 Fixed attachable objects being deattachable with the select key due to e6b7a0d3, fixed typo in ConvertInputType 2018-02-28 13:26:18 +02:00
Joonas Rikkonen d867dd6c17 Diving suits are rendered in front of all items (diving masks, goggles, etc aren't drawn on top of the suit). Items that are being held take the depth of the wearable sprite on the hand into account. Closes #290 2018-02-27 23:04:54 +02:00
Joonas Rikkonen 0fa1ae6825 Fixed plasma cutters and welders not affecting hatches, alien doors/hatches or duct blocks. Closes #293 2018-02-27 15:17:58 +02:00
Joonas Rikkonen 3564abf31b Moved a bunch of hard-coded sound paths to the sound config file. 2018-02-26 22:31:07 +02:00
Joonas Rikkonen 064750d99f Fixed missing RepairTool HitStructure particles & missing ancient weapon beam (+ added hit particles to ancient weapon). Closes #285 2018-02-25 22:43:06 +02:00
Joonas Rikkonen 48757618f6 Renamed the "file" attribute of hit sounds to "tag", replaced footstep sound paths in creature configs with tags. 2018-02-24 21:13:21 +02:00
Joonas Rikkonen af3edda188 Fixed incorrect text tag in fabricator UI. Closes #281 2018-02-24 17:41:21 +02:00
Joonas Rikkonen 19579f02ca Doors can be opened with crowbars again. Closes #276 2018-02-23 10:23:58 +02:00
Joonas Rikkonen 1ebadf1f80 Fixed depth charge tubes launching the depth charges up by default. Closes #259 2018-02-22 16:23:30 +02:00
Joonas Rikkonen 671f59e984 Unequipped headsets can't be used and don't consume batteries. Closes #272 2018-02-22 15:08:38 +02:00
Joonas Rikkonen b7bb78bc41 Fixed railgun shells not detonating their contents on impact 2018-02-22 12:35:57 +02:00
Joonas Rikkonen a74ba4191b Items with the "medical" tag can be contained in doctors' clothes (e.g. syringes, bandages) 2018-02-21 20:08:45 +02:00
Joonas Rikkonen 9c8141bffa Updated content package to v0.8, removed scorpion, minor modifications to the tutorial sub (removed some unnecessary doors & hatches, added more lights) 2018-02-21 20:08:13 +02:00
Joonas Rikkonen 24cb7a3659 Husk infection state can be decreased after the infection reaches the active state (causing the husk appendage to be removed). Calyxanide still has a conditional preventing the decrease, but now it's possible for modders to revert huskification without code modifications. Closes #258 2018-02-21 11:12:49 +02:00
Joonas Rikkonen 43d6ee5e06 Spark & smoke particle effects when welding or cutting something. Closes #155. 2018-02-12 11:20:25 +02:00
Joonas Rikkonen af9980090b Fixed debug console pausing multiplayer games, fixed missing ruinclaw sprite 2018-02-06 16:08:19 +02:00
Joonas Rikkonen 633dc1ff1e Option to define multiple compatible content packages in submarine files, added extension methods for parsing string, float and int arrays from XML elements 2018-02-06 10:18:39 +02:00
Joonas Rikkonen dcb6de32c0 Some more hard-coded text removal 2018-01-31 19:01:48 +02:00
Joonas Rikkonen 5e4eef3915 Fixed charybdis's attack having a damage value of 0.5 for some reason 2018-01-26 17:27:04 +02:00
Joonas Rikkonen 09e4687cd0 The content package a submarine was saved with is included in the submarine preview, added a warning when attempting to start a campaign using a sub with a mismatching content package 2018-01-25 12:19:47 +02:00
Joonas Rikkonen 544cbe74cf Removed heat absorbers (no real use even if the extra cooling effect was reimplemented). Closes #229 2018-01-22 14:54:43 +02:00
Joonas Rikkonen f5dbbf0735 Submarine preview window with a preview image & some extra information of the subs 2018-01-17 17:01:44 +02:00
Joonas Rikkonen 8544dea9db Fixed clients being able to votekick/kick/ban themselves in the server lobby. 2018-01-16 17:39:20 +02:00
Joonas Rikkonen 567b4408ad Nerfed wall damage. Crawlers, mantises, threshers and coelanths now take much more time to tear through the hull and collisions with the level cause less damage. 2018-01-12 15:46:20 +02:00
Joonas Rikkonen 03bff643f8 More hard-coded text removal, fixed StatusHUD displaying husk infection state incorrectly 2018-01-12 13:17:22 +02:00
Joonas Rikkonen 1eaccef8c7 Added damaged variants of junction box sprite, damaged item sprites can be set to fade in. 2018-01-11 20:48:26 +02:00
Joonas Rikkonen c9f15d71ef Husk limb rendering order fix (right arm is drawn in front of the torso), infected humans move their torso when attacking 2018-01-11 16:15:50 +02:00
Joonas Rikkonen e2c7b684de Fixed character limb rendering order not being consistent (limbs with the same depth value being randomly drawn behind or in front of each other) 2018-01-11 13:32:21 +02:00
Joonas Rikkonen 3b9d51e695 Made ambient lighting much darker and added a subtle glow around the player 2018-01-11 11:25:10 +02:00
Joonas Rikkonen 47f9900fdc Lighting fixes:
- Re-enabled lightsprites (glowing lamp sprites on lamps).
- Limb sprites use lightsprites instead of overriding the texture (positioned correctly now).
- Fixed lights that don't cast shadows not being rendered.
2018-01-11 11:23:55 +02:00
Joonas Rikkonen 7bbab35a0b Configured cargo containers for items, metal crates can be deconstructed, spears can be contained inside metal crates 2018-01-10 15:57:22 +02:00
Joonas Rikkonen 5f2227489b Reactor temperature has to stay above the meltdown temperature for 30 seconds before it explodes. The reactors now also have an output connection that sends out a signal when the temperature is critical. + Added reactor meltdown warning sirens & lights to vanilla subs. Closes #157 2018-01-10 00:33:21 +02:00
Joonas Rikkonen 3956785032 Moved PropertyConditional match checking & status effect cancelling from the StatusEffect class to PropertyConditional. 2018-01-09 16:42:11 +02:00
Joonas Rikkonen 18ae9d7820 Base ItemComponents can apply OnUse statuseffects, grenades can be placed in detonators. Closes #113 2018-01-09 14:55:16 +02:00
Joonas Rikkonen 85d76989c9 Tweaked structure gap logic to make smaller leaks more common. Walls now start leaking after taking >10% damage, and initially only emit smaller "drip particles". 2018-01-09 14:24:15 +02:00
Joonas Rikkonen 6a3a4efba6 Option to display lighting in sub editor 2018-01-09 12:27:42 +02:00
Joonas Rikkonen 7187c277e7 Merge branch 'master' into moStuff 2018-01-09 10:38:06 +02:00
Joonas Rikkonen 778b1a78ad Fixed sub editor crashing when attempting to use illegal characters in the filename. Closes #207 2018-01-08 15:37:01 +02:00
juanjp600 32deb06e51 Fixed crowbar.ogg case-sensitivity errors 2018-01-05 11:07:44 -03:00
Juan Pablo Arce fa09aaa57c Fixed damageshader color parameter being optimized out
color is a parameter for the main function
2017-12-31 19:15:52 -03:00
Juan Pablo Arce 5c2872c1e1 Separate versions of each shader are now more easily available for compilation
TODO: write up some way to share shader code and use platform-specific features
2017-12-31 19:04:04 -03:00
Juan Pablo Arce 904052390c Fixed LOS effect on Windows, fixed SharpDX reference, rebuilt damageshader_opengl 2017-12-31 17:45:05 -03:00
Alex Noir 31350698bf denerfied the clown 2017-12-30 16:01:02 +03:00
Alex Noir ea3b1b1c7a there's supposed to be 4 clown sounds aaaaaa 2017-12-30 15:30:52 +03:00
Alex Noir 9f727ddbaf Add Morbusanide recipe
Make usecondition default to true so items aren't wasted
2017-12-30 14:53:26 +03:00
Alex Noir 32a2b38112 Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
2017-12-30 13:46:59 +03:00
Joonas Rikkonen 65d6071378 Fixed damageshader ignoring sprite colors. Closes #212 2017-12-30 04:51:39 +02:00
Joonas Rikkonen bcd2582cf9 - More gore particles when severing limbs!
- Explosions can sever limbs even if the target character is dead. Now explosive projectiles can explode creatures into pieces even if the creature dies of the initial projectile impact and not the explosion.
- Disabled blood particles on carriers and fractal guardians.
2017-12-29 21:06:11 +02:00