Commit Graph

148 Commits

Author SHA1 Message Date
Joonas Rikkonen 12d1692bb5 Wearables can attach lightsources to limbs 2018-03-02 11:13:11 +02:00
Joonas Rikkonen 31ba9e20a2 Item description & tags are only included in spawn network message if they differ from the prefab. 2018-03-01 22:07:51 +02:00
Joonas Rikkonen 1255b21853 Relay fix attempt number n + 1 2018-03-01 15:56:03 +02:00
Joonas Rikkonen ab99aa9ac1 Relay fix attempt number n 2018-03-01 12:40:38 +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 c803e23c50 Added checks for character removal to a bunch of places. Some of these may not necessary, but at least MeleeWeapon, Projectile and Controller still accessed the user after the user had been removed. 2018-02-28 17:37:20 +02:00
Joonas Rikkonen e29655c81b Fixed clients forcing remote players to pick an item when it's being selected, causing them to press buttons and start deattaching them when the player is actually just rewiring the button. Closes #251 2018-02-28 15:38:55 +02:00
Joonas Rikkonen f5277ce661 Fixed clients being unable to crowbar doors due to OnPicked only being called on local players. Closes #297 2018-02-28 15:24:42 +02:00
Joonas Rikkonen 74ef5c6ea6 Fixed items attached mid-round by other clients or the host being impossible to interact with and occasionally being attached to an incorrect position. Closes #296 2018-02-28 14:01:38 +02:00
Joonas Rikkonen 77940fa992 Added some debug logging, Character.Revive removes the existing AITarget from the character before creating a new one 2018-02-26 18:05:03 +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 e02a1dc6ae Reverted the changes to power transfer logic in bb987676 because of the issues it caused with relay components. Signals are still passed using the cached recipient lists, but power is passed using the old recursive CheckJunctions method. Closes #282 2018-02-25 14:42:38 +02:00
Joonas Rikkonen 6fcf2f573b Fixed relays burning out when connected to the main power grid. The changes in bb98767 caused relay components to be considered parts of whichever power grid they're connected to, causing their power and load to match the rest of the grid which usually causes them to go over the max power value. Closes #279
+ Fixed "powerConnections" field not being updated when creating PowerTransfer components mid-round, which made fabricated relays unusable for power transfer.
2018-02-24 20:46:28 +02:00
Joonas Rikkonen f2f37b020e Applied fire extinguisher changes from the command-improvement branch: the repair tool steps through the ray that's used to find firesources in range and collects all firesources along the way instead of just checking the start and end positions of the ray (-> fires are much easier to extinguish now). Closes #274 2018-02-24 17:28:52 +02:00
juanjp600 351a1a15fc Fixed stack overflow when trying to store jumpsuits in themselves 2018-02-23 00:19:36 -03:00
Joonas Rikkonen 1fe2a1916f Fixed ruin doors being possible to open with the select key. Closes #268 2018-02-22 14:36:48 +02:00
Joonas Rikkonen d87c6bd06a Fixed exceptions when creating items with a powertransfer component mid-round (e.g. when fabricating a relay component). Closes #267 2018-02-22 11:11:08 +02:00
Joonas Rikkonen 7d346c1437 Fixed wires dropping when a client moves them from a connection to another in the same connection panel, fixed wires becoming disconnected client-side if they're moved from a connection to another connection that's upper in the connection panel. (See #252) 2018-02-15 14:24:04 +02:00
Joonas Rikkonen a2c898150e Item.SetTransform uses SetTransformIgnoreContacts to set the position of the physics body if the body is disabled. No need to update contacts when moving disabled items such as wearables. 2018-02-13 13:54:09 +02:00
Joonas Rikkonen 055bf13f59 Fixed minimap not powering up 2018-02-13 12:29:57 +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 ec302e099b Fixed Powered ItemComponents (not components deriving from Powered) never resetting their voltage after receiving power, causing them to stay powered indefinitely. Closes #247 2018-02-05 22:31:55 +02:00
Joonas Rikkonen 74cd265952 Fixed railgun shells never deactivating their particle emitter 2018-02-05 17:10:00 +02:00
Joonas Rikkonen 51ea71333e Fixed ChangeProperty network events 2018-01-24 15:53:32 +02:00
Joonas Rikkonen 965eef365b Fixed relay components not carrying power & deactivated (CanTransfer = false or IsActive = false) PowerTransfer components still carrying power 2018-01-17 21:25:52 +02:00
Joonas Rikkonen b4064adc9a Fixed connections not being refreshed when a junction box breaks, made junction box deterioration rate proportional to the ratio between the available power and the load (i.e. more power makes the boxes break faster) & added some more variation between the deterioration rates of boxes to prevent all of them breaking at the same time. 2018-01-11 20:53:34 +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 25ebe52248 Option to configure alternate sprites for broken items 2018-01-11 16:51:36 +02:00
Joonas Rikkonen aa0fdfb790 All highlighted items are rendered to the lightmap, not just the ones the player is focusing on. -> Highlighted wires and the items they are connected to now glow in the dark.
Fixed LightComponent light source position not being updated if the item has no body, causing the light source to appear in a wrong position when attaching lights to walls.
2018-01-11 13:22:04 +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 9f58d1b74d Cargo items can be set to spawn inside specific types of containers instead of being scattered on the cargo room floor. 2018-01-10 15:56:11 +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 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 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 78c13ddb42 Wire selection fixes:
- Fixed MathUtils.LineToPointDistance returning NaN if both points of the line are at the same position, preventing from selecting some wire nodes in the wiring mode.
- Added an indicator that shows when a node is highlighted.
- Wire nodes a higher preference for being highlighted than wire sections. Makes it easier to select nodes that are on top of another wire.

Closes #215
2018-01-01 15:04:53 +02:00
Joonas Rikkonen 79f3f04c3b Fixed Steering components never setting their currPowerConsumption field above zero, making them cause zero load on the electrical grid. 2018-01-01 15:00:12 +02:00
Joonas Rikkonen bb987676ca Improved PowerTransfer logic. The PowerTransfer components cache all the connections that are connected to the item (directly or via another item) and only recalculate them when changes are done to the wiring. Signals received by the PowerTransfer component are relayed directly to the recipients instead of stepping through all the wires and junction boxes in between.
Fixes stack overflow exceptions caused by signals looping between junction boxes and improves performance because the layout of the power grid doesn't have to be calculated every frame and the wire connections don't have to be rechecked when sending a signal. Closes #222
2018-01-01 14:59:40 +02:00
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
Alex Noir 2cb0ee73be Adds footstep sound variety, makes diving and clown suits have unique footstep sounds!
https://puu.sh/yQ8fs/61e12f15c6.webm
TODO: Get rid of the "damagesoundtype" system and replace it with simple "tag" checking to allow customizability from content pack side
Fix damagemodifier sounds never being played (I've never once heard LimbArmor play on anything but mantis)
2017-12-29 17:41:18 +03:00
Joonas Rikkonen b84c965be3 More AI fixes/improvements:
- AI characters can refuel the reactor when needed.
- AIObjectiveContainItem.CanBeCompleted returns true if the target item cannot be obtained or if the container cannot be reached.
- AI characters only weld leaks that are part of some submarine (i.e. not ruins).
2017-12-28 19:44:48 +02:00
Joonas Rikkonen d074d3d443 Crew AI fixes:
- Characters can use oxygenite shards (or any other item with an "oxygensource" tag) in diving suits/masks.
- AIObjectiveFindDivingGear doesn't count as being completed if the character has diving gear in their inventory unless the character has equipped the gear.
- AIObjectiveGetItem doesn't count as being completed if equipping the target item is required and the character hasn't equipped it yet.
2017-12-28 12:53:23 +02:00
Alex Noir f5e785df60 Expose some stuff to sub editor, fix alien doors openable with use key, fixed some decon recipes
Beginnings of a Conditional system
2017-12-27 18:00:18 +03:00
Alex Noir b3eaa6bd17 Merge remote-tracking branch 'origin/master' into moStuff
# Conflicts:
#	Barotrauma/BarotraumaShared/BarotraumaShared.projitems
#	Barotrauma/BarotraumaShared/Data/clientpermissions.xml
2017-12-23 17:33:24 +03:00
Alex Noir 60329fb0d1 Fixed missing clientpermissions.xml preventing hosting
Fixed double-clicking items in corpses putting them in their hands instead of your inventory
Fixed game over/round end music not playing in multiplayer
Added Item Combinations for things like chemicals, etc. - this transfers condition from one item to another
Added game over text to multiplayer round summary
2017-12-23 16:59:08 +03:00
Alex Noir 6d30557860 Overhaul fabricators and deconstructors to have minCondition, maxCondition (deconstructor) and outCondition
Implement several suggestions listed in https://github.com/Regalis11/Barotrauma/issues/196
Add more fabricatables and deconstructables
2017-12-22 21:33:14 +03:00
juanjp600 47b5ccd7c6 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2017-12-21 20:31:24 -03:00
Joonas Rikkonen 7c37ba0955 Characters can only have one picking timer active at a time. Closes #179 2017-12-21 22:31:48 +02:00
Alex Noir 9610444e67 Merge branch 'master' into moStuff
# Conflicts:
#	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
2017-12-21 23:17:56 +03:00