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