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
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
c33a4ba5e5
AmbientLightHulls optimization (only spread to adjacent hulls once, not once per every gap between the hulls)
2016-10-25 15:40:19 +03:00
Regalis
a8484e10ff
Unlit LOS effect, IJKL doesn't move the sub when the debug console is open
2016-10-23 19:01:46 +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
Regalis
8cb9450217
CaveGenerator doesn't attempt to create triangles whose area is too small for Farseer to handle
2016-10-19 16:55:16 +03:00
Regalis
813ebc79f4
Updating HUDs of equipped items (= handheld sonars work again)
2016-10-19 16:37:44 +03:00
Regalis
fbf4b4fcad
LOS can be disabled through the console, slightly brighter default LOS color
2016-10-13 16:02:54 +03:00
juanjp600
506ef2f2aa
Attempted fix for drawableComponents crash + LOS tweaks
2016-10-12 19:24:39 -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
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
1d25362df6
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2016-10-12 16:24:41 +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
c034e3ed00
Added some emergency lights to vanilla subs
2016-10-12 16:15:13 +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
9540972db4
Added a near-indestructible ruin wall variant that has a higher chance of being used in rooms further away from the ruin entrance
2016-10-11 22:46:24 +03:00
Regalis
f9017d3cf9
User-controlled monsters can damage structures from outside the sub
2016-10-11 21:11:06 +03:00
Regalis
bbec3d64dc
Amount of ambient light decreases when going deeper, closest sub can be moved with IJKL
2016-10-11 18:23:25 +03:00
Regalis
d21c6674ea
Level generation bugfixes:
...
- cell bodies match the shape of the cell (triangulation didn't work correctly because the center of the cell was given in display units while vertices were in sim units)
- ignoring graph edges whose length is zero when generating cells (fixes "invalid left/right normal" errors)
2016-10-11 18:18:54 +03:00
Regalis
9dfba4921e
Merge branch 'combat-mission'
2016-10-11 16:35:43 +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
cb992c7d66
Fixed crashing if a matching waypoint isn't found when spawning a monster
2016-10-10 21:38:19 +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
juanjp600
cb1b975f9f
Merged branch combat-mission into combat-mission
2016-10-10 09:58:06 -03:00
juanjp600
0125ff0f5c
Replace mission GUI box text hack + If both teams die, they both lose
2016-10-10 08:32:31 -03:00
Regalis
14447062a9
Some cleanup
2016-10-09 20:51:11 +03:00
Regalis
74a9453676
Upper limit to water drag force, fixed highlighted items "flickering"
2016-10-09 20:45:28 +03:00
Regalis
d4e9116b0f
Audio channel states visible in debug view + some sound fixes:
...
- a short "cooldown" after each footstep sound (prevents the sound playing multiple times during one footstep)
- water flow sounds are only played by one of the hulls a gap is between
- flow rate affects the range of the flow sound
2016-10-09 20:11:08 +03:00
Regalis
ef9dce9a0d
- fixed exception in GetSubsToLeaveBehind if the round ends when none of the subs is at an exit
...
- water surface is clamped above the bottom of the hull
- character names don't overlap with health bars
2016-10-09 18:20:32 +03:00
Regalis
e7e51fbe0c
Saving times and map seeds are displayed correctly in the "load game" menu
2016-10-09 17:38:01 +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
f7e98ee6a8
Cargo spawning fix again: items are spawned slightly above the bottom of the cargo room (because the item is only inside the hull if pos.Y > hull.rect.bottom)
2016-10-09 17:33:51 +03:00
Regalis
f4c5c5e542
Added a particle trail to railgun shells
2016-10-09 15:13:41 +03:00
Regalis
e720fa366c
Timing.Alpha isn't updated when the game is paused (-> no "twitching" when the pause menu is open), moved water scrolling and surface lerping from draw method to update
2016-10-09 15:12:57 +03:00
Regalis
39c31b10f5
Fixed child rects not being updated when modifying GUIButton or GUITickBox rects
2016-10-09 14:17:22 +03:00
juanjp600
b09eebc9c2
Holding F gives old mousewheel zoom functionality
2016-10-08 18:55:27 -03:00
Regalis
3de4645357
Separated waypoint edit/update methods, fixed items/structures being immediately placed when selecting them in the editor, fixed GUIListBox children ovrlapping with the scrollbar
2016-10-08 19:46:56 +03:00
Regalis
1b66e51970
Additional cargo isn't spawned in shuttles, fixed exception if trying to spawn additional cargo in a sub with no cargo spawnpoint, netlobby chatMsgBox stays selected after sending a chat message
2016-10-08 18:02:25 +03:00
Regalis
1ba87165b0
Fixed camera being placed at {-2147483647, -2147483647} when starting a round, fixed debugdraw crashing the game, moving spectator camera along with the closest sub in Submarine.ForceTranslate
2016-10-08 17:19:54 +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
Regalis
16ee20aaaa
whoops
2016-10-06 21:26:20 +03:00
Regalis
70b8bf1937
Preventing monsters from spawning too close to any sub (not just the main sub)
2016-10-06 21:17:33 +03:00