Regalis
184c6858cd
Removing orphans in PathFinder.GenerateNodes, fixed autopilot steering the wrong way if clicking an already selected destination tickbox
2016-11-15 20:48:52 +02:00
Regalis
642a1bdd54
Disabled the "infinite walls" at the edges of the level (don't work correctly with multiple subs), the barrier at the top of the level can't be passed through when outside the borders of the level
2016-11-15 19:56:00 +02:00
Regalis
f7a9a77721
Some debug assertions to help figure out the cause for the body.FixtureList==null & GetHullsInRange crash reports
2016-11-15 19:53:25 +02:00
Regalis
dd5eb69875
Fixed respawned characters getting a different team ID than the rest of the characters (causing them to be displayed as a separate team in the crew menu)
2016-11-14 20:09:37 +02:00
Regalis
3c57b9d945
Fixed particle velocity being set to { NaN, NaN } if drag is applied when velocity is almost zero
2016-11-14 18:16:30 +02:00
Regalis
335bf00890
Entity removal fixes
2016-11-14 17:52:26 +02:00
Regalis
b86231170f
Fixed selectionrect becoming active when moving entities in the editor, null check in ConnectionPanel.UpdateHUD
2016-11-14 16:29:15 +02:00
Regalis
c2098f06f8
Removed a redundant DrawRectangle method & redundant sub visibility culling in GameScreen
2016-11-12 18:29:39 +02:00
Regalis
0353732e7e
Fixed highlighting items when highlighting a wire in a connection panel
2016-11-12 18:27:35 +02:00
Regalis
7fa660d38e
Wires can be cloned and moved if both items it's connected to are selected
2016-11-12 15:51:46 +02:00
Regalis
d403b38440
Hull, Gap & WayPoint cloning, equipped items are removed when switching from character mode to wiring or mode or vice versa
2016-11-12 15:44:02 +02:00
Regalis
0aa4b7a93d
Copy, paste & cut functionality in the editor
2016-11-11 17:58:14 +02:00
Regalis
e6b2919877
Items/structures can be copied by holding ctrl in the editor
2016-11-11 17:37:03 +02:00
Regalis
96cedd67f1
ItemComponents that don't implement the IDrawableComponent interface can't be added to the list of drawable components, pickTimer is ignored when deattaching items from the walls in the editor
2016-11-11 17:34:21 +02:00
juanjp600
392bc13258
Removed case check from CharacterInfo because it corrects itself
...
Just make sure to not get the directory casing wrong and we'll be good
2016-11-10 21:58:35 -03:00
juanjp600
62d79aff03
Removed testasd command
2016-11-10 21:48:50 -03:00
juanjp600
0e9c20c666
Case-sensitivity checks on Windows
...
Should prevent "TigerThresher" from happening again.
2016-11-10 21:45:59 -03:00
Regalis
b371e8d600
Made the tutorial a bit easier: the windows broken by the moloch leak much more slowly and pressure doesn't reach lethal levels in the command room
2016-11-10 19:54:13 +02:00
Regalis
e6356a7516
Updating wire sections when moving nodes in the editor
2016-11-10 19:44:48 +02:00
Regalis
8a8b9ca0fc
Re-registering to master server if the server has timed out
2016-11-10 19:44:19 +02:00
Regalis
a18630c0b3
Fixed tutorial sub spawning twice
2016-11-10 19:34:47 +02:00
Regalis
8d1db582ad
Fixed flickering lights
2016-11-10 17:46:46 +02:00
Regalis
4bb8531775
Moving dummycharacter collider to cursor pos in the editor (-> dropped items are positioned correctly)
2016-11-10 17:21:30 +02:00
Regalis
50a770a2a6
v0.5.3.3
...
+ removed unnecessary EventInput code from the linux build, null check before disposing sprite texture
2016-11-09 21:01:38 +02:00
Regalis
d017817878
Updating wire sections if the wires are moved during loading
2016-11-09 16:23:48 +02:00
Regalis
e3cd19b781
Wire rendering optimization (angles & distances between nodes are only calculated when adding/removing nodes)
2016-11-08 22:22:49 +02:00
Regalis
adf19869c2
- ItemContainers whose bodies are disabled don't set the positions of the contained items each frame (only once when the item is placed in the container)
...
- ItemContainers maintain a list of statuseffects that need to be applied on the contained items instead of constantly rechecking each item
- deactivating ItemContainers if they have no body and there are no statuseffects to apply
2016-11-08 21:22:09 +02:00
Regalis
1617cd8f7a
Item/statuseffect optimization:
...
- PowerTransfer components cache power connections instead of rechecking them every frame
- items store connections in a dictionary with the name of the connection as a key (-> finding the correct connection when sending a signal is more efficient)
- storing item tags & StatusEffect targetNames in HashSets
2016-11-08 21:14:29 +02:00
Regalis
1dc08b3019
Added collider to humanhusk.xml, disabled the "zoom effect" when under pressure as a huskified human
2016-11-08 20:15:59 +02:00
Regalis
cd5c72eff2
Number of children in the debugconsole listbox limited to 200 (prevents framerate drop if adding tons of messages)
2016-11-07 20:45:23 +02:00
Regalis
f259f3fba4
Limiting character movement when collider isn't upright (can't run at full speed if lodged in some tight space), hack-ish way of moving the collider of a character that's being dragged
2016-11-07 18:52:36 +02:00
Regalis
f4a942414d
More efficient culling, workaround for null exception in CombatMission.GetTeamName
2016-11-06 19:41:32 +02:00
Regalis
bddc673fed
Mapentity visibility culling based on their parent sub (-> subs outside the camera view aren't rendered)
2016-11-06 18:59:05 +02:00
Regalis
de3966ae95
- character colliders stay enabled when the character is unconscious/stunned (prevents getting stuck inside walls when the collider is re-enabled)
...
- can't climb over obstacles if the contact point is above the center of the character collider
- higher "obstacle climbing velocity"
- limiting collider velocity when dragging another character
2016-11-06 18:56:03 +02:00
Regalis
92985f3ed9
Position updates not sent for subs docked to the second main sub
2016-11-06 16:56:05 +02:00
Regalis
e15f5f5040
Moving a wire outside the sub doesn't reset connections or nodes in the editor
2016-11-06 15:58:34 +02:00
Regalis
fa6bf60032
Combat missions don't reset the "allow respawn" setting
2016-11-06 15:57:28 +02:00
Regalis
a32198ff80
v0.5.3.1
2016-11-04 16:27:53 +02:00
Regalis
1e61e815b8
Changes for linux version
2016-11-03 20:11:56 +02:00
Regalis
c3b3d57b57
Fixed brainfart, asserting that structure and wallsection rects have non-negative dimensions
2016-11-03 19:09:14 +02:00
Regalis
505b4f5f1a
The sprites of structures with no body are flipped correctly
2016-11-03 18:24:03 +02:00
Regalis
8f646a2723
- fixed dummy location generation crashing the tutorial
...
- gameserver handles exceptions thrown when instantiating a new gamesession
- fixed screwdrivers (and other items that can be held in either hand) going into both hand slots when equipping by double clicking
2016-11-03 18:22:45 +02:00
Regalis
799efd8474
- attempt to fix "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" exceptions (the game tries forcing focus to the window and running GameMain again, and if that doesn't help, disables hardware mode switching)
...
- messages can be added to debugconsole before it's initialized
2016-11-02 20:38:55 +02:00
Regalis
8011aecb31
Autorestart countdown is reset and the start button re-enabled if an exception is thrown when starting a new round, "restarting in X seconds" clamped over 0, added resolution & window mode to crash reports
2016-11-02 18:00:37 +02:00
Regalis
95937694f4
Colliders can "climb" over small obstacles
2016-11-02 17:14:57 +02:00
Regalis
3cc807605e
Wires can be dragged from a connection panel to the inventory without dropping them, wire connections & nodes are cleared when taking the wire outside
2016-11-02 14:40:05 +02:00
Regalis
19683e749d
Waypoint generation fix (submarine collider is ignored when doing visibility checks), regenerated waypoints in vanilla subs
2016-11-01 19:06:33 +02:00
Regalis
1b818b6422
Fixed timestep logic is disabled during loading (less choppy loading screens & no pause at the start of the game), damageable structures visible in LOS again, footstep sound tweaking
2016-11-01 19:05:09 +02:00
Regalis
9b29c52a1b
Removed redundant data from AICharacter update messages, fixed startlocation name being shown for endlocation on nav terminals
2016-10-31 21:01:01 +02:00
Regalis
eb2c51c2f1
Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method)
2016-10-31 20:50:20 +02:00