Commit Graph

21 Commits

Author SHA1 Message Date
Regalis 7c8e866030 Fixed the door collision bug at docking ports 2016-08-16 20:21:33 +03:00
Regalis 34c6569313 Server can inflict impact damage on clients, character oxygen level syncing bugfix, hulls send a networkevent when oxygen level changes by >=5%, limb velocities aren't reset when receiving a network update 2016-06-29 17:26:26 +03:00
Regalis a477dad1b2 Renamed the CollisionMisc collision category to CollisionItem, teleporting items inside/outside the sub if their physicsbody leaves/enters a hull, powercontainer charge can be changed in editor (i.e. batteries can be set to fully loaded) 2016-05-19 19:47:26 +03:00
Regalis c08029dea8 Handheld sonars only consume batteries when they're on, endworms aren't "flipped" when they turn around, every limb is checked in SubmarineBody.DisplaceCharacters (instead of just reflimb) 2016-04-24 20:31:26 +03:00
Regalis 5120812adf - fixed AICharacters being updated even if they're disabled
- enemies can spot targets from further away if they've previously spotted the target
- physics bodies are immediately moved to the correct position if they're really far (instead of lerping)
2016-03-13 19:24:30 +02:00
Regalis a1c728d207 Networking bugfixes & improvements:
- fixed server not sending kill-events when a monster dies
- some interpolation when correcting character positions
- physicsbody position lerping improvements
- sending AICharacter Dir instead of TargetDir
2016-03-09 16:56:42 +02:00
Regalis 10bb5d061f - WIP attempt at syncing item positions
- Some changes to item floating logic (lift is also applied to items outside the sub, forcefactor is clamped to 1 if the item is fully submerged)
2016-03-07 00:57:15 +02:00
Regalis 4234aa2094 END WORM, fixed camera pos "twitching" when exiting/entering the sub, character scaling 2015-12-19 02:05:10 +02:00
Regalis af470eab2e more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed 2015-12-17 18:26:40 +02:00
Regalis 242af12f14 Progress 2015-12-04 01:37:30 +02:00
Regalis 4b5126675c Human AI improvements, minor UI tweaking 2015-11-25 16:04:51 +02:00
Regalis 4d949e3be1 Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often) 2015-11-10 22:22:26 +02:00
Regalis 838022fcd5 Switch to Barotrauma & too many misc changes to remember 2015-10-16 18:11:58 +03:00
Regalis11 2bb5d41836 Further lighting optimization, fixed (railgun) controller movement, physicsbody collisioncategory changes, command room reactor controls in Vellamo 2015-10-14 22:10:37 +03:00
Regalis 45178e745b misc optimization & refactoring 2015-09-29 18:03:38 +03:00
Regalis f6966f06c3 WIP CrashReporter, misc refactoring 2015-09-19 15:14:47 +03:00
Regalis 7eae6fb026 Melee weapons (+ stun baton), improved throw animation, new damage sound effects 2015-09-07 16:31:04 +03:00
Regalis f739808520 Progress on tutorial, gap tweaking (water flows faster from room to room), UPnP error messages, input keys in array, underwater aiming tweaking, tons of misc stuff commit more often ffs 2015-08-31 19:57:49 +03:00
Regalis 8c559f716f Progress on tutorial, misc bugfixes 2015-08-20 00:42:24 +03:00
Regalis 9149408b36 assigning jobs when a round starts, crew tab in multiplayer, repairtool particles light & sounds, attachable buttons, increased repairtool range & limbdamage, captain's uniform, wearable sprite bugfixes 2015-08-03 23:25:22 +03:00
Regalis 85b0cda4ca v0.1 2015-07-31 21:05:55 +03:00