Commit Graph

336 Commits

Author SHA1 Message Date
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
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
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
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
Regalis
e6356a7516 Updating wire sections when moving nodes in the editor 2016-11-10 19:44:48 +02:00
Regalis
8d1db582ad Fixed flickering lights 2016-11-10 17:46:46 +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
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
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
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
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
Regalis
72178d4b1f Fabricator UI shows item descriptions and items that can't be fabricated are grayed out, added a couple of new fabricable items 2016-10-28 19:47:45 +03:00
Regalis
48c07cfce5 - doors aren't ignored when checking visibility during waypoint generation or when finding a starting node for a path
- AICharacter will mark their path unreachable if their path is blocked by a door they cant open (may happen if someone closes the door after calculating the path)
- fixed exception when creating a Steering component when there's no active GameSession (i.e. in the editor)
2016-10-27 21:18:45 +03:00
Regalis
282611d0cc Limiting too long location names in navigation terminals & end shift button 2016-10-26 19:48:39 +03:00
Regalis
980f8e0d33 - option to select which location autopilot navigates towards
- generating "dummy locations" for the MP gamesessions (visible in sonar and mission descriptions)
- EndGame network message tells the clients if the mission was successful (because the message may arrive before the sub has reached the exit or before some character has died at the client's end)
2016-10-26 19:22:40 +03:00
Regalis
07f8c966ab Submarine position is synced using the same logic as the characters, AICharacter position syncing 2016-10-25 19:01:19 +03:00
Regalis
641e579e92 Backported animcontroller-overhaul 2016-10-22 15:18:16 +03:00
Regalis
bb9b2c6eb7 Fixed inventory getting "stuck" if slots are merged while one of them is selected 2016-10-21 18:30:03 +03:00
juanjp600
506ef2f2aa Attempted fix for drawableComponents crash + LOS tweaks 2016-10-12 19:24:39 -03:00
Regalis
1cdb218fe0 Items are removed from their parent inventory and their bodies are removed when Item.Remove is called 2016-10-12 21:07:19 +03:00
Regalis
060a1db431 Fixed null exception in CharacterInventory 2016-10-12 20:57:06 +03:00
Regalis
71d4df6300 Highlighting inventory slots when moving items around, red highlight if an item can't be placed in a slot 2016-10-12 16:18:32 +03:00
Regalis
9dfba4921e Merge branch 'combat-mission' 2016-10-11 16:35:43 +03:00
Regalis
636b25d725 Readded inventory tooltips 2016-10-10 21:24:46 +03:00
Regalis
d8476d9371 Hull-specific ambient lighting: light sources increase the amount of ambient light in rooms and the light can spread to adjacent rooms through gaps. Allows making the default ambient light much darker without making shadows look too dark in fully lit subs. 2016-10-10 21:13:22 +03:00
juanjp600
f0f385c2b2 Fixed clients not seeing additional cargo + spawn monster cursor 2016-10-10 11:05:33 -03:00
Regalis
74a9453676 Upper limit to water drag force, fixed highlighted items "flickering" 2016-10-09 20:45:28 +03:00
Regalis
f64743a57c SubInventories return "back to normal" if removed from the parent inventory (e.g. crate inventories aren't drawn above the hand slots after dropping the crate) 2016-10-09 17:36:11 +03:00
Regalis
f4c5c5e542 Added a particle trail to railgun shells 2016-10-09 15:13:41 +03:00
Regalis
e50b801a47 Separate draw/update methods for editingHUD & resizing 2016-10-07 17:06:26 +03:00
juanjp600
94895edbdb Fixes and minor enhancements for sub editor
- Zoom now works relative to the mouse's position rather than the center of the screen, much like Valve's Hammer Editor (or pulsegun's map editor shameless plug ;) )
- Rectangles now have line widths dependent on the camera zoom, not perfect but it's better than having lines disappear
- Fixed background resizing
- Fixed editor being completely broken because of no vsync, might still have a few bugs here and there
- Fixed selection rectangle not rendering at all when dragging from bottom right to top left
- Newline change in Item.cs
2016-10-06 21:15:01 -03:00
juanjp600
91539c5b84 Host can spawn in team 2 + relay component state syncing 2016-10-05 22:03:06 -03:00
juanjp600
3d8f5070c5 Added all smallitems to extra cargo list + removed duplicate entries 2016-10-05 16:57:06 -03:00
Regalis
41c38575b9 Using ItemSpawner to spawn extra cargo (-> clients will be notified of the spawned items) 2016-10-05 18:30:48 +03:00
Regalis
9154be4792 Flipping turrets & controllers, moved radar UI update to UpdateHUD 2016-10-05 16:54:05 +03:00
Regalis
9511baeeb8 Fixed NullReferenceExceptions when dragging an item that isn't in any slot (i.e. a wire) 2016-10-05 15:50:55 +03:00
Regalis
bddcc36673 Separated inventory update & rendering logic 2016-10-04 23:52:32 +03:00
Regalis
ffc6782025 Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain) 2016-10-04 19:54:17 +03:00
Regalis
3ec6f008d5 Item/structure sprites flip by default 2016-10-03 16:43:03 +03:00
juanjp600
e1296e4a8e Backported vsync changes from new-netcode, WIP hull visibility culling
The hull culling functions are there, they just aren't being used right now because there are some annoying bugs.
2016-10-02 22:24:31 -03:00
juanjp600
bdcd894b83 Flipping sprites of staircases & engine 2016-10-01 16:41:16 -03:00
Regalis
8e8a0e57f0 Cleaned up the flipping logic a bit, overridable MapEntity.FlipX method 2016-09-30 19:48:56 +03:00