Regalis
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9b15d2f894
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Improved background sprite placement logic: orientation of the cell edges determined by their normals instead of their position relative to the cell
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2016-09-27 20:18:55 +03:00 |
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Regalis
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7f543c394a
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More background sprites again, sprite commonness can vary between different level types
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2016-09-14 19:54:03 +03:00 |
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Regalis
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eae854abbc
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More background sprites (+ some sprites swing slightly, sprites are less likely to be placed in unreachable places)
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2016-09-13 21:23:37 +03:00 |
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Sebastian Broberg
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400084f9e5
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BackgroundCreatureManager and BackgroundSpriteManager can be overridden via Content packages
Changed "topshaft"
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2016-09-03 18:05:26 +02:00 |
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Regalis
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be72fee824
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Dirty workaround for background music breaking during loading (the music is switched when a round starts), the "wall" at the top of the levels is drawn on top of the lightmap, small fixes in AIObjectiveGetItem and BackGroundSpriteManager
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2016-05-15 17:58:56 +03:00 |
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Regalis
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3f22b2e4df
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GUIMessageBoxes are drawn on top of everything else (they were obstructed by shiftsummary), placing background sprites based on level seed, instructions for dealing with broken junction boxes in tutorial
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2016-05-01 18:55:44 +03:00 |
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Regalis
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204d1333d1
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Merge branch 'master' of https://bitbucket.org/Regalis11/barotrauma
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2016-04-16 15:36:10 +03:00 |
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Regalis
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6876bdc481
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Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something
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2016-04-16 15:33:28 +03:00 |
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Regalis11
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f9d64ea5c4
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Some more commenting & cleanup
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2016-04-10 21:03:40 +03:00 |
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Regalis
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c6df095a8b
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Narrow caves in levels, more background sprites
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2016-04-10 10:57:38 +03:00 |
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Regalis
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75b8e44d3c
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Fixed wrappingwalls, fixed Level.GetCells returning the same cell multiple times, placing backgroundsprites based on level seed
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2016-01-20 23:26:41 +02:00 |
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Regalis
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92d396e6b2
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Fixed AIObjectiveGoto terminating if previous path was unreachable, BackGroundSpriteManager won't place a sprite if a suitable position isn't found, StatusEffect fire position fix, UI improvements, door convexhull fix, progress on Fabricators & Deconstructors, mapentities sorted by category in edit mode, item descriptions, TutorialMode refactoring to make it easier to add new types of tutorials
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2015-12-28 13:21:24 +02:00 |
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Regalis11
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63dd5e1bf6
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Added HhyperDescriptor, sorting backgroundsprites according to texture
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2015-12-21 12:12:31 +02:00 |
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Regalis
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af470eab2e
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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
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2015-12-17 18:26:40 +02:00 |
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Regalis
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78bccca4af
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Moar progress, fixed shadow/los/submarine misalignment issues
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2015-12-09 19:29:53 +02:00 |
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Regalis
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4d949e3be1
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Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)
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2015-11-10 22:22:26 +02:00 |
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Regalis
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838022fcd5
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Switch to Barotrauma & too many misc changes to remember
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2015-10-16 18:11:58 +03:00 |
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Regalis
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0a96254696
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Tutorial fixes
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2015-10-09 17:18:25 +03:00 |
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Regalis
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45178e745b
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misc optimization & refactoring
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2015-09-29 18:03:38 +03:00 |
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Regalis
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ea15397725
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Merged linux changes, water effect using a BasicEffect and a simpler pixel shader, multi-colored wires
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2015-09-08 21:55:27 +03:00 |
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Regalis
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04d55891f0
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Particles using display coordinates, particle growtime, character death&stun animations
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2015-09-05 12:13:44 +03:00 |
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Regalis
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2f08dcf3f9
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Admin can play in multiplayer, backgroundsprites, fixrequirement bugfix, the condition of the reactor won't detoriate when it's running
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2015-09-04 12:57:12 +03:00 |
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