juanjp600
ecb7500df9
Converted UInt32 ID's to UInt16
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TODO: test everything, make sure nothing broke
2017-03-06 16:25:12 -03:00
juanjp600
f3c58a2494
Made item syncing look slightly less erratic on client's side
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Still kinda glitchy, we might need a more elaborate approach later
2017-02-25 12:22:38 -03:00
Regalis
3fcaff0288
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Properties/AssemblyInfo.cs
2017-02-22 23:33:14 +02:00
Regalis
75d047b57e
Item position updates include whether the physics body is sleeping, clients disable sleeping bodies
2017-02-22 21:27:52 +02:00
Regalis
d50eba55a6
Fixed controller.userPos being recalculated incorrectly when flipping the sub (due to userPos being relative to the center of the item since commit 49d4108e)
2017-02-21 20:24:02 +02:00
Regalis
13a9b7ea88
More accurate velocity in item update messages (+ fixed incorrect message length)
2017-02-20 20:43:14 +02:00
Regalis
52bf73722f
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
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+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
2017-02-09 23:09:42 +02:00
Regalis
4c5da19ab4
Clients predict the state of a door when a signal is received (and revert back to the correct state if no verification is received from the server in 1 sec)
2017-02-08 19:56:42 +02:00
Regalis
304c67f904
EntityEvent type written into item update messages using WriteRangedInteger, item position updates include the velocity of the item
2017-02-07 21:18:22 +02:00
Regalis
e2a872ad90
Fixed ItemContainer not setting the position of a contained item when it's placed in the ItemInventory, minor refactoring
2017-02-07 21:06:42 +02:00
Regalis
b5bac67c4a
WIP item position syncing
2017-02-02 20:40:58 +02:00
Regalis
7674647928
Clients don't apply a received inventory state on the inventory until >1 second has passed since they sent their local state (prevents the inventory from briefly reverting to an old state if items are moved around in quick succession)
2017-02-02 18:35:28 +02:00
Regalis
b8263d6a90
Removing items from their parent inventory in item.Drop
2017-01-31 20:11:19 +02:00
Regalis
6bbd11630d
Fabricator & deconstructor syncing
2017-01-28 12:40:43 +02:00
Regalis
0570956e24
Wiring syncing
2017-01-27 20:59:41 +02:00
Regalis
4589c2bcfb
Syncing changes to ingame editable item properties (light colors etc)
2017-01-27 18:28:07 +02:00
Regalis
626e238994
Merge branch 'master' into new-netcode
2017-01-26 19:57:53 +02:00
Regalis
5afca48a82
Relinking dockingport hulls to gaps after flipping the sub
2017-01-26 19:57:21 +02:00
Regalis
15b3dd31a8
Merge branch 'master' into new-netcode
2017-01-25 20:30:26 +02:00
Regalis
282c2b75d4
Fixed docking ports disconnecting when a submarine is flipped
2017-01-25 20:30:08 +02:00
Regalis
8f50cca026
Syncing StatusEffects applied by meleeweapons or using an item on self
2017-01-15 14:49:15 +02:00
Regalis
f7ac98ab5f
Broken items can be repaired, fixed clients never removing firesources (causing the lights to stay after the flames have been extinguished)
2017-01-14 20:30:46 +02:00
Regalis
fdbdf9638f
Fixed railgun aiming, fixed EntityEvent not being sent if a character is killed by something else than health dropping to zero
2017-01-14 14:45:19 +02:00
Regalis
81f3d24070
DockingPort syncing
2017-01-12 18:03:52 +02:00
Regalis
8a9b322b78
Clients can create firesources if server tells them to, extinguishing fixes
2017-01-11 18:03:01 +02:00
Regalis
b9006983e4
Item condition syncing
2017-01-11 18:01:07 +02:00
Regalis
3041138f03
Inventory.TryPutItem doesn't put an item in the inventory (or create a NetEntityEvent) if the item is already in it
2017-01-10 20:50:31 +02:00
Regalis
402c745fc3
Reimplemented chat range & radio messages. Each client now has their own chatMsgQueue, so all chat messages don't have to be sent to all clients.
2017-01-07 19:22:48 +02:00
Regalis
1f07b18e5b
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Items/Components/DockingPort.cs
Subsurface/Source/Items/Components/Signal/Wire.cs
Subsurface/Source/Items/Item.cs
2016-12-29 22:18:27 +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
c3d29e41ad
Additional null check in Wire Update, stopping paused sounds before deleting them (prevents an OpenAL error when switching to sub editor when the mainmenu drone sound is playing)
2016-12-21 20:35:38 +02:00
Regalis
40c28a11de
Docked subs are forced to correct positions during loading and the docking is "locked" (subs won't get stuck inside each other even if the linked sub is placed incorrectly in the editor)
2016-12-13 23:12:56 +02:00
Regalis
5241546069
Fixed error message spam if a docking port is linked to another port in the same sub
2016-12-12 13:31:26 +02:00
Regalis
9819c52ced
Fixed null exception if switching to wiring mode while some item is selected
2016-12-12 13:28:44 +02:00
Regalis
2871830670
Fixed wire connections & nodes resetting when copypasting them
2016-12-11 22:33:15 +02:00
Regalis
1f454d593e
Inventory syncing, objHeader is passed to the ClientRead/ServerRead methods so they can determine how to read the msg (is it an inventory update, position, input, etc)
2016-12-10 16:39:58 +02:00
Regalis
108dddf082
Wall damage syncing, inventory serialization methods
2016-12-10 13:06:17 +02:00
Regalis
63ca7254b2
Fixed steering syncing
2016-12-09 17:42:52 +02:00
Regalis
fa712e0102
Checking if a client can access an item in the itemcomponent serialization methods
2016-12-09 16:56:17 +02:00
Regalis
f04ebf1503
Wire IndexOutOfRange fix
2016-12-09 14:49:36 +02:00
Regalis
c6380c3774
Broken junction boxes can't pass power from a box to another (wtf how have I not noticed this)
2016-12-01 17:34:02 +02:00
Regalis
bf88e2b8de
ItemComponent HUD isn't drawn for ItemComponents that can't be selected
2016-12-01 16:11:29 +02:00
Regalis
a2442bfcb8
Simple MapEntity visibility culling (structures outside the camera view or items with nothing to render aren't drawn)
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Could be optimized further, but already gives a pretty nice performance boost
2016-11-30 21:09:11 +02:00
Regalis
42ff4a0d9a
The equipped wire can be moved from connection to another after connecting it, without having to unequip it first
2016-11-30 16:47:36 +02:00
Regalis
568c909ff0
Improved wire editing logic:
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- wires have to be selected by clicking before any nodes can be moved
- wires can be selected by clicking either the nodes or the sections
- new nodes can be added by clicking a section while holding ctrl
- the selected wire is drawn on top of all other entities
2016-11-30 16:45:21 +02:00
Regalis
0b03b78606
Entities that are behind other entities can be selected using a listbox that appears when hovering the cursor over them, itemcomponent GUIFrames aren't added to GUIUpdateList in sub editor (unless in character mode)
2016-11-29 17:30:13 +02:00
Regalis
adde3461ea
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/Items/Components/Door.cs
Subsurface/Source/Items/Components/Power/PowerContainer.cs
Subsurface/Source/Items/Components/Signal/Wire.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Networking/ChatMessage.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Networking/GameServerLogin.cs
Subsurface/Source/Networking/GameServerSettings.cs
Subsurface/Source/Networking/NetworkMember.cs
2016-11-24 19:52:40 +02:00
Regalis
b773413b45
Fixed items disappearing from copypasted containers if the items have been removed from the original container, cloning links between entities
2016-11-23 20:34:41 +02:00
Regalis
4ad60e77a9
Item.SetContainedItemPositions recursively sets the positions of the items contained inside the contained items (and so on)
2016-11-22 18:06:52 +02:00