Regalis
5871faa2dd
Added a few new console commands: disablehud, lockx & locky (disables submarine movement on the respective axis), followsub (toggles whether the camera moves with the subs)
2017-02-13 16:23:28 +02:00
Regalis
629df6aab3
HuskInfection unsubscribes from the OnDeath event when the infection is cured (-> cured characters don't turn into husks when they die)
2017-01-07 14:48:09 +02:00
Regalis
12b7290bad
Fixed Ragdoll.HeadInWater not being set to true if the character is inside a water-filled hull but the head is outside the sub, HUDProgressBars aren't created when a non-controlled character repairs something
2016-12-28 20:00:40 +02:00
Regalis
49d4108eeb
Fixed character colliders sinking/floating away when using a railgun controller underwater
2016-12-28 19:56:52 +02:00
Regalis
5e8a01636e
Fixed exception when trying to remove a limb with no sprite
2016-12-20 16:10:47 +02:00
Regalis
311f388358
Limbs with no sprite don't cause the game to crash anymore, lightsources attached to a limb are drawn at the interpolated position (= DrawPosition) of the limb, lightTexture origin is flipped on the X-axis when parent limb flips
2016-12-17 14:24:54 +02:00
Regalis
b01b38da68
Bunch of new sounds by Omniary, some charactersound & soundplayer refactoring
2016-12-15 21:42:15 +02:00
Regalis
983c54f4b5
CharacterInventory is moved back to the bottom left corner if selecting a character whose inventory has been moved
2016-12-10 13:55:29 +02:00
Regalis
3eec463f5e
Anim tweaking, simplified (+ non-broken) water drag logic
2016-12-09 15:02:48 +02:00
Regalis
d95acec6a2
v0.5.4.1 + regenerated waypoints in vanilla subs & FishAnim tweaking
2016-12-04 19:21:17 +02:00
Regalis
12f98268b5
Increased character visibility range (how far monsters can see characters from), enemies manually steer towards their target if their steering path is finished or unreachable, mantis tweaking
2016-11-24 19:17:49 +02:00
Regalis
9d1d64901a
Pathfinding fixes:
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- determining if a character is close enough to a waypoint works now, even if the character is too short for its collider to overlap with the wp (e.g. crawlers)
- enemies can drop down from platforms
- an extra waypoint is placed at the middle of stairs to prevent characters from choosing a waypoint on a platform above the stairs as the starting point of their path
2016-11-23 22:20:44 +02:00
juanjp600
7a3bce3973
Hull volume helper in editor + Character name matches client name + Better-looking Watcher light source
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Also '' is a thing of the past, use \" instead
2016-11-20 18:47:22 -03:00
Regalis
6ca605aa57
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2016-11-18 18:48:10 +02:00
Regalis
8c90fd1774
Doors push colliders away when closing, small human standing anim tweak
2016-11-18 18:47:58 +02:00
juanjp600
a4ebb116c0
Fixed falling damage
2016-11-17 15:35:15 -03:00
Regalis
a4f00310dc
"Floor check" raycasts ignore platforms/stairs based on the bottom pos of the collider instead of the lowest limb, fixed IndoorsSteeringManager node diff checks
2016-11-17 20:00:03 +02:00
Regalis
089b0dbcee
Water slows down players based on the depth of the water relative to the bottom of the collider
2016-11-17 19:16:30 +02:00
Regalis
bded421366
Added colliderHeightFromFloor to a few places I missed, some more human collider tweaking, correcting collider y position faster
2016-11-17 19:06:12 +02:00
Regalis
adece20072
Collider height from floor can be changed in the xml files, moved human collider a bit higher to allow climbing over roughly waist-high obstacles
2016-11-17 18:06:43 +02:00
juanjp600
c25ea7c75f
Fixed collider not taking previous Submarine value on index change
2016-11-16 22:06:10 -03:00
juanjp600
b68be44864
Fixed ragdoll position not being offset on ladder
2016-11-16 21:44:08 -03:00
juanjp600
fac0c850a5
Changes to collider behavior
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The collider now levitates above the ground, which makes small obstacles a non-issue. The raytest also helps the collider stick to staircases, so players don't jump off anymore.
Crouching now changes the collider to a smaller version, so now there is actual functionality to crouching.
I also removed the anchor from corpses of network players. I'm not entirely sure why this was done, but removing it doesn't seem to break anything.
2016-11-16 21:30:49 -03:00
juanjp600
5922fc972d
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2016-11-15 22:26:46 -03:00
juanjp600
d2c17274fe
GUI elements now respect render order + some minor distance comparison optimization
2016-11-15 22:26:36 -03:00
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
335bf00890
Entity removal fixes
2016-11-14 17:52:26 +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
0e9c20c666
Case-sensitivity checks on Windows
...
Should prevent "TigerThresher" from happening again.
2016-11-10 21:45:59 -03:00
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
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
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
a32198ff80
v0.5.3.1
2016-11-04 16:27:53 +02:00
Regalis
95937694f4
Colliders can "climb" over small obstacles
2016-11-02 17:14:57 +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
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
29ad3d2555
Removed limb impact tolerances from creature configs & added ragdoll-specific impact tolerance
2016-10-26 20:20:42 +03:00
Regalis
182cfb3451
Removed unnecessary memLocalPos stuff
2016-10-25 20:20:23 +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
ac8edb5b2a
Fixed monster/artifact events being out of sync between the server and the clients
2016-10-25 18:58:56 +03:00
Regalis
641e579e92
Backported animcontroller-overhaul
2016-10-22 15:18:16 +03:00
Regalis
813ebc79f4
Updating HUDs of equipped items (= handheld sonars work again)
2016-10-19 16:37:44 +03:00
juanjp600
7e6ef65eb3
Improved LOS effect
...
It's pretty inefficient (I need to figure out how to set up new shaders), and it might let the player see too much, but it looks way better than pure black.
2016-10-12 16:54:41 -03:00
juanjp600
4caf00dd9d
Some extra checks to prevent character flinging
...
New netcode will solve all of these problems the right way.
2016-10-11 19:40:35 -03:00
Regalis
f9017d3cf9
User-controlled monsters can damage structures from outside the sub
2016-10-11 21:11:06 +03:00
Regalis
7e20d7a17a
Timing.Alpha isn't updated if accumulator < step, using interpolated positions to draw lightsources & ragdoll/ai debug info (-> no twitching when the sub is moving)
2016-10-11 16:34:59 +03:00
Regalis
74a9453676
Upper limit to water drag force, fixed highlighted items "flickering"
2016-10-09 20:45:28 +03:00