juanjp600
d2c17274fe
GUI elements now respect render order + some minor distance comparison optimization
2016-11-15 22:26:36 -03:00
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
ffc6782025
Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain)
2016-10-04 19:54:17 +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
d537e8795a
Replace '' (two single quotes) with \" (double quote)
...
We must correct post-traumatic Blitz disorder
2016-09-24 21:26:08 -03:00
Regalis
2490c0eb9d
- fixed Submarine.MainSub not being set in tutorialmode
...
- controllers can effect view distance (-> longer railgun view dist)
- fixed removeitem messages not being sent when a fabricator destroys an item
- changes to depth damage logic: structures won't take damage until the pressure is above the health of the hull (i.e. weaker structures break first, subs with no windows can go deeper)
2016-07-25 18:38:50 +03:00
Regalis
da98ade77c
- item sprites visible in fabricator menu
...
- deth charge rotation fix
- sonar tweaking (ruin walls look slightly different from cave walls)
- connector sprite positioning fix
- repairtool is active when in use
2016-05-25 16:18:02 +03:00
Regalis
d3ab7946a8
Using ToLowerInvariant instead of ToLower (the game works for Turkish players now!)
...
http://www.moserware.com/2008/02/does-your-code-pass-turkey-test.html
2016-04-27 17:14:09 +03:00
Regalis
3ac8139fc7
- changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen to larger rooms
...
- bugfixes in HumanoidAnimController.Flip()
- item/itemcomponent statuseffects are stored in a dictionary with the actiontype as a key, so the item doesn't have to iterate over all the components and all their statuseffects
- gap bubble particle tweaking
2016-03-29 17:57:05 +03:00
Regalis
ca492bf0d4
- health scanner item
...
- specific skills are required to fabricate some items
- changes to medical syringes: the status effects are defined in the chemical item instead of the syringe
2016-03-26 18:15:44 +02:00
Regalis
d1580328ed
Some cleanup using ReSharper (mostly removing redundancies)
2016-03-12 15:32:34 +02:00
Regalis
619390ab72
Water dustparticle fixes, random variation in background color, submarine is automatically moved to origo when loading, configuring a fabricable item with no material requirements doesn't throw an error, AI characters can't open doors if in handcuffs, engines can be picked through doors
2016-02-20 18:24:38 +02:00
Regalis
bec6d95198
Server log, ai characters steer away from the abyss
2016-02-14 16:47:23 +02:00
Regalis
4f54e04c8c
Improved level generation algorithm, fixed invisible hulls, turret projectile fix, fabricators work in mp
2016-02-11 21:37:37 +02:00
Regalis
c78784068c
-fixed a typo in fabricableItem requirement & added checking for said typos
...
- fixed being able to set battery recharge sped over the limits
- fixed vents being added to OxygenGenerator.ventlist multiple times
- fixed item.Submarine not being set if pulling an item from a fabricator
- some tutorial fixes
- fixed TraitorMode endmessage not being shown if the sub isn't at the end and neither character is dead
- SalvageQuest fails if the item has been destroyed
-
2016-01-21 20:59:26 +02:00
Regalis
1a5b3fa66a
Endworm attacks working, itemlabel text saving bugfix, deconstructors & fabricators need power, engine sprite, disable wire node dragging in character mode, only hit with one meleeweapon at a time, fixrequirement text overflow fix, mapentities can hace multiple categories, Gap.FindHull fix, Waypoint ladder & gap saving, stuff
2016-01-18 20:09:38 +02:00
Regalis
0fc085c86d
Item UI replacements, fabricator bugfix, randomly spawning artifacts, AI can fix leaks, LimbAttacks do damage once (not each frame for the duration of the attack)
2016-01-14 21:06:08 +02:00
Regalis
eb20af622d
Limb collisions can damage hull again, new UI for steering, sonar & reactor, fabricators can require more than one of each ingredient, timer for character imploding, AICharacter position syncing changes, watcher, commands can also be given to controlled character
2016-01-13 22:19:01 +02:00
Regalis
17f3ec7301
Fabricator, deconstructor, itemspawner & itemremover syncing, fixed placing hulls in editor, misc cleanup
2016-01-10 17:10:22 +02:00
Regalis
92d396e6b2
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
2015-12-28 13:21:24 +02:00
Regalis
4b5126675c
Human AI improvements, minor UI tweaking
2015-11-25 16:04:51 +02:00
Regalis
cd48d12be6
Setting ragdoll position without limbs going through walls, rotating entire ragdoll, using combined network messages client->server, fixed fabricators
2015-11-08 22:20:29 +02:00
Regalis
838022fcd5
Switch to Barotrauma & too many misc changes to remember
2015-10-16 18:11:58 +03:00
Regalis
0be4ad4f84
Button&door sounds, sound looping bugfixes, positional sound bugfixes + low pass filter on distant sounds, submarine collision improvements, controller trigger bugfix, humans walk/run more slowly in water
2015-10-04 14:49:05 +03:00
Regalis
f6966f06c3
WIP CrashReporter, misc refactoring
2015-09-19 15:14:47 +03:00
Regalis
29a6260d0f
Non-WinForms launcher with auto updater
2015-09-11 22:13:44 +03:00
Regalis
85b0cda4ca
v0.1
2015-07-31 21:05:55 +03:00