Alex Noir
20e583d816
boy oh boy this is proving to point out some major issues with the status effect system
2017-12-20 16:53:14 +03:00
Joonas Rikkonen
d03dd40336
Fixed item GUIMessages overlapping with each other
2017-12-19 18:11:47 +02:00
Joonas Rikkonen
b7b747d674
Merge branch 'master' of https://github.com/Regalis11/barotrauma
2017-12-19 17:31:08 +02:00
Joonas Rikkonen
4ce4b0a934
Fixed submarines bouncing on characters submarines that are laying on the ocean floor. Not a very realistic way to handle the collisions - the sub just stops as if it had collided with the level walls (making it seem as if the characters were made of concrete), maybe make the collisions gib the character?
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Closes #152
2017-12-19 17:30:08 +02:00
Juan Pablo Arce
c87a582f21
Added smallitem tag to Revolver
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It makes sense to be able to place it in containers IMO.
2017-12-18 19:41:34 -03:00
Joonas Rikkonen
eedc3ffe49
Fixed submarines bouncing on other submarines that are laying on the ocean floor (see #152 ). + Reduced the cap of ice and structure damage particles per impact.
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TODO: the same thing for characters (and items?)
2017-12-18 20:23:03 +02:00
Joonas Rikkonen
65fb67df54
Inventory.FindItem takes the aliases of the items into account (-> possible to change item names without breaking crew AIs and the tutorial)
2017-12-17 22:40:30 +02:00
Joonas Rikkonen
33f0b1c967
Character.DisplayName looks at the Card slot directly instead of finding the first ID card in the inventory and seeing if it's in the Card slot. + reduced nesting
2017-12-17 22:38:21 +02:00
Joonas Rikkonen
26503a975c
Fixed sub->sub and outside->sub visibility checks when determining name tag visibility.
2017-12-17 22:34:24 +02:00
Joonas Rikkonen
6127bb473d
- Moved character nametag visibility culling to the update method (doesn't make sense for the update rate to be tied to rendering framerate).
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- Name tags on characters that are outside the camera view are automatically hidden to avoid the costly visibility checks.
- If the controlled character or the target has no head, the visibility check is done based on the position of the torso.
- Fixed sub->outside visibility checks.
- Fixed invalid attributes in the flashlight config.
2017-12-17 21:47:03 +02:00
Joonas Rikkonen
62bb5119ab
Merge branch 'master' into coolthings
2017-12-17 21:11:42 +02:00
Joonas Rikkonen
a5d6da31a4
Holdable items can be held in any limb slot, not just hands. + Characters can hold a flashlight in their mouth.
2017-12-17 20:42:31 +02:00
Alex Noir
041d1112b8
Added a timer to the raycasts so it's not screwing over performance too hard
2017-12-17 21:35:19 +03:00
Joonas Rikkonen
e35fe18662
Carrier's "dummy limb" with a light source cannot be severed. Closes #154
2017-12-17 19:33:53 +02:00
Alex Noir
714b52dce8
Fixed several sound-related issues that have been bothering me for ages, e.g.
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* Sounds not playing when the structure is fully destroyed
* Glass windows using wrong sound effects
* Only one glassBreak sound was used despite there being 3
2017-12-17 18:05:05 +03:00
Alex Noir
0eacbce313
Tweaked crowbar to be a powerful two-handed weapon instead
2017-12-17 16:32:25 +03:00
Alex Noir
6b8bd59656
Let mechanics spawn with crowbars
2017-12-17 15:52:48 +03:00
Alex Noir
a620b06831
Play a loud sound when the door is crowbarred open so everyone is alerted! (Security should know when someonoe is breaking into places without ID card)
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TODO: use bump.ogg when wrenching/crowbarring is initiated
2017-12-17 15:49:16 +03:00
Alex Noir
4f7c805a9c
Hide character names/health/etc. if you can't see their head or it doesn't exist.
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TODO: use Line of Sight instead of CheckVisibility
2017-12-17 15:17:15 +03:00
Alex Noir
d5e409bfff
Increase muffling effects with obstruction for spoken speech (barely affects radio chat and wifi components, however it does add extra 100f range to the distance)
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Decreased required muffling to 0.3f
Added an "obstructionmult" to intensify speaking obstruction effects
2017-12-17 14:55:35 +03:00
Alex Noir
828bde6f04
Make flashlight's idle holding position similar to that of oxygen/welding tanks so you can still use them unaimed
2017-12-17 14:18:30 +03:00
Alex Noir
0ce9acb76a
fix things
2017-12-16 21:45:30 +03:00
Alex Noir
8ab97af456
Allow sub makers to alter the ID Card's description property on spawn points
2017-12-16 21:30:18 +03:00
Alex Noir
9a91480256
Expose Description to Sub Editor so you can do things like create spare ID cards or w/e
2017-12-16 21:09:02 +03:00
Alex Noir
af53449d2d
Update the size of tools.png to 64x128 as according to juanjp600, powers of two for sizes are more efficient due to memory alignment or something.
2017-12-16 20:38:27 +03:00
Alex Noir
bdeb3a19fd
Updated server logs so admins can see disguised persons
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clientist should also display stuff
TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
2017-12-16 20:24:24 +03:00
Alex Noir
bd646fb23e
Implements identity system! If your mask hides your face (e.g. oxygen mask, clown mask and diving suit), the game will either use the name of the ID card owner in your ID card slot or will give you a "?" name.
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This only affects "DisplayName". The reason why I can't completely override the .Name for the client from server is due to how crew manifest and CharacterInfo classes are handled - it would require a major rework of many Character-related systems and interactions to truly make this "hack-proof".
Server hosts will have to stay on their toes I guess.
2017-12-16 19:52:25 +03:00
Alex Noir
eb92242a8c
Port over changes from 9ad9a65f1e
2017-12-16 17:26:54 +03:00
Juan Pablo Arce
ae344c89c5
Fixed indentation
2017-12-15 11:25:21 -03:00
Juan Pablo Arce
a68fd85ab0
Improved giveperm/revokeperm commands
2017-12-15 11:21:37 -03:00
Alex Noir
18d75c620f
Adds crowbar function to force-open doors...
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***except the Door component ignores the damn requireditem and allows bare fukken hands to open it goddamnit***
2017-12-15 16:47:10 +03:00
Joonas Rikkonen
8a7af2affd
Players can't use other items when a railgun controller is selected. Prevents accidentally firing weapons or hitting people with something while using the railguns.
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Closes #94
2017-12-15 00:25:46 +02:00
Alex Noir
31153ebb20
disguise bool for Wearable class
2017-12-14 23:24:25 +03:00
Alex Noir
760452170e
Implement ID card slot and ID card description that states the owner and his job in preparation for identity system
2017-12-14 22:57:42 +03:00
Joonas Rikkonen
e17b5a195c
Increased the minimum distance between monster spawns and subs (20 000 units in monster events, 30% of the width of the level in monster missions). Closes #63 and closes #151
2017-12-14 20:01:45 +02:00
Joonas Rikkonen
58e98977df
Fixes to projectiles going through walls:
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- Continuous collision detection (body.IsBullet) is disabled when the body is moving slow enough, not immediately when it hits something.
- The prismatic joint that sticks projectiles to walls/characters stays active for a minimum of 1 s to prevent the projectile from immediately overshooting the joint limits and falling off (usually at the wrong side of a wall/door it hit).
- Separate properties for determining which types of bodies the projectile can stick to (character/structure/item).
- Spears and syringes only stick to characters.
- Increased syringe launch impulse.
Closes #122
2017-12-14 19:25:31 +02:00
Joonas Rikkonen
1da15dbca2
OnFire statuseffects aren't applied to items inside fireproof containers. Closes #98
2017-12-14 17:18:25 +02:00
Joonas Rikkonen
986862b23e
The GUIMessageBox constructor with no width or height parameters automatically resizes the box according to the size of the text instead of using the default height.
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Closes #131
2017-12-14 00:16:13 +02:00
Joonas Rikkonen
7e03235f8b
Changed the species name of the huskified humans from "human" to "husk" and gave them the same combat strength as normal husk to prevent them from attacking each other.
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Closes #119
2017-12-14 00:12:54 +02:00
Joonas Rikkonen
cce2cf942d
Fixed hulls not being linked to gaps if the center of the gap is exactly at the edge of the adjacent hulls.
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Closes #147
2017-12-13 21:07:51 +02:00
Joonas Rikkonen
847e10d4a2
Fixed wires not being dropped server-side when a player drops a connected wire without dragging it to their inventory first (or client-side when a host does so).
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Closes #96
2017-12-13 18:34:23 +02:00
juanjp600
c4e894cb2e
Fixed camera going insane when dropping through hatches
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TODO: make the game less rubberbandy
2017-12-12 21:08:37 -03:00
juanjp600
b3178c6ab1
Merge branch 'master' of https://github.com/Regalis11/Barotrauma
2017-12-12 17:58:54 -03:00
juanjp600
23b220b6af
Sync character collider rotation, try to make collider face the main limb by instantly flipping it if the angle's too wide, client-side ragdoll correction is more aggressive
2017-12-12 17:58:49 -03:00
Joonas Rikkonen
4a1ba21067
Fixed OnActive statuseffects not being applied on powered items that don't require power (prevented flare particles from working because they are configured in the LightComponent that inherits from Powered)
2017-12-12 22:21:29 +02:00
Joonas Rikkonen
7ce93d2e1f
Merge pull request #123 from Crystalwarrior/syringeGun
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Syringe gun + projectile tweaks + several status effects/item components tweaks
2017-12-12 20:12:28 +02:00
Joonas Rikkonen
a88640d8ad
Merge pull request #120 from Crystalwarrior/fixes
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Fixed Throwable component breaking chemicals and other things
2017-12-12 17:18:59 +02:00
Alex Noir
f34968be30
Tweaked visuals a bit
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Added tiny bleeding and structure damage to the syringes
2017-12-11 12:33:59 +03:00
Alex Noir
a2a4225598
Added a fully functional syringe gun! Accepts syringes as ammo. Has custom sprite and sound.
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Made syringes have a "projectile" component for syringe guns
Adds several missing signal components to the fabricator, as well as medical syringe to medical fabricator
Adds support for status effects applied to characters from onImpact
Removed "contained.Condition = 0.0f;" in Projectile.cs due to it limiting the possibilities of the .xml content creation
Added a couple null checks in StatusEffect.cs due to crashes caused by the new projectile changes - might need to debug further, perhaps there's a root cause?
Added itemlist console command
2017-12-10 22:17:14 +03:00
Alex Noir
55dd58579f
I DID IT HOLY SHIT I GONE AND DONE IT
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OnSecondaryUse is what throwing uses for doing things SPECIFICALLY on throw. This way, you can theoretically have grenades on which you'll have to pull the pin before throwing.
This also lets flares be used without the need to throw them.
did i mention my brain hurts
2017-12-10 15:56:34 +03:00