Commit Graph

67 Commits

Author SHA1 Message Date
Joonas Rikkonen 2e2249bbf9 Fixed wall rendertriangle generation 2017-07-03 21:26:50 +03:00
Joonas Rikkonen 60a826f0cd Separate help commands for server and client 2017-07-03 20:55:22 +03:00
Joonas Rikkonen 8aa6ba71b6 Another attempt to fix the "Destination array was not long enough" errors in AddToGUIUpdateList:
The errors seem to be caused by adding messages to the debug console from another thread, which may happen if an OpenAL error occurs during sound streaming. Now the debug console queues the messages and creates the necessary UI elements in the main thread, which should(?) make it thread-safe. (TODO: figure out what's causing the OpenAL errors)
2017-07-03 19:08:52 +03:00
Joonas Rikkonen 0d7851367b Dedicated server loads the name, password and other initial settings from the serversettings file. + Fixed not being able to change the server name if the current name is null or empty 2017-07-03 18:44:06 +03:00
Joonas Rikkonen 8e880b2ded Added GUINumberInputs to the extra cargo menu, minor additions to GUINumberInput 2017-07-02 22:17:12 +03:00
Joonas Rikkonen 8ae2fb225c - Ban duration can be set in the UI prompt.
- Ban reasons & durations are listed in the banlist menu.
- Clients tell the server the reason when kicking/banning another client.
- Added GUINumberInput GUIComponent.
- Ban duration saving/loading fixes.
2017-07-02 21:36:17 +03:00
Joonas Rikkonen df0bdb64d6 - Ban durations (TODO: add a way to set and view the durations through the menus).
- Separated ban & kick methods.
- Fixed compilation errors in DebugConsole when building the server.
2017-07-02 18:58:07 +03:00
Joonas Rikkonen da71b6bf9c Option to supply a reason for banning/kicking, logic for handling question prompts in the debug console 2017-07-02 15:25:55 +03:00
Joonas Rikkonen fb5db81d10 Recompiled OpenGL shaders for MonoGame 3.6 2017-07-01 22:09:30 +03:00
Joonas Rikkonen a1bc622faa Added new particle sprites to the correct project 2017-07-01 15:23:32 +03:00
Joonas Rikkonen e15f5a881b Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
Conflicts:
	Barotrauma/Barotrauma.csproj
	Barotrauma/BarotraumaShared/Source/Characters/AI/AIController.cs
	Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs
	Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs
	Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs
	Barotrauma/BarotraumaShared/Source/Characters/Attack.cs
	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
	Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs
	Barotrauma/BarotraumaShared/Source/Characters/Limb.cs
	Barotrauma/BarotraumaShared/Source/Events/MonsterEvent.cs
	Barotrauma/BarotraumaShared/Source/Map/Explosion.cs
2017-06-30 21:02:52 +03:00
Joonas Rikkonen 3981b4efa3 - Enemies wander randomly if they can't find a path to a selected attack target.
- Enemies don't select hulls as targets if they're already inside.
- FishAnimController updates the walking animation even if the character is not moving (otherwise the character would just fall down if TargetMovement is zero).
- Eating anim tweaking.
2017-06-30 17:28:52 +03:00
Joonas Rikkonen bb91c8ce75 Fixed occasional "trying to read past the buffer size" errors when reading messages from the clients 2017-06-29 21:21:37 +03:00
Joonas Rikkonen 1b5c4ae63a UpdateControlled only runs on the controlled character (-> fixes camera always focusing on the last spawned character) 2017-06-29 18:49:54 +03:00
Joonas Rikkonen d2f062ca61 Fixed a compilation error when the DEBUG symbol is defined 2017-06-29 17:14:22 +03:00
Joonas Rikkonen 84e3c062a6 Merge branch 'ai-overhaul'
Conflicts:
	Barotrauma/Source/Characters/Attack.cs
2017-06-29 17:02:37 +03:00
Joonas Rikkonen d6228500f4 Fixed submarine positions not being sent 2017-06-29 00:17:21 +03:00
Joonas Rikkonen 0998cdbe01 Server queues entity position updates and delays sending them if there's not enough room in a message after writing the entity events and chat messages.
+ removed unused SparseUpdate
2017-06-28 23:05:41 +03:00
Joonas Rikkonen b904cb8e0e Fixed crashing if a message has no room for any entityevents (TODO: make sure item position updates don't take up all the space in the messages and prevent entityevents from being sent) 2017-06-28 18:38:24 +03:00
Joonas Rikkonen 450020b47c Characters don't attempt to grab grab severed limbs when dragging dead bodies 2017-06-28 17:08:56 +03:00
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00
Joonas Rikkonen 03670d735d Crawlers and mantises can attach to ice walls when idling 2017-06-22 20:05:19 +03:00
Joonas Rikkonen 397e6a5a97 The camera zooms out further when controlling a large non-humanoid character 2017-06-22 19:04:22 +03:00
juanjp600 5d5923ab28 Rebuilt freetype6.dll with Visual Studio 2015, statically linked runtime
Potential fix for issue #3?
2017-06-22 12:18:27 -03:00
Joonas Rikkonen e090806d3a - Charybdis's and coelanths can eat other creatures.
- Split charybdis's tail into several parts, the single stiff tail limb made it too difficult for it to turn around.
- Option to override the torque that's used to rotate the mainlimb of swimming creatures to the correct direction.
- The scale of the characters' limbs is taken into account in EditCharacterScreen.
2017-06-22 18:16:00 +03:00
Joonas Rikkonen de00eb2ab4 Some fixes to attachable items (buttons, signal items, etc):
- Syncing the attached/detached state of the items. This should fix the "received a position update for an item with no physics body " errors: midround-joining clients didn't get notified if an item had been detached, causing the error to appear every time it receives a position update.
- Detached items can be picked up just like any other item, instead of having to use a wrench and wait for the item to "detach".
- Wires can't be connected to items with a physics body (such as detached buttons).
2017-06-21 20:45:33 +03:00
Joonas Rikkonen 38f92acf8e Bunch of fixes to null reference exceptions caused by removing characters mid-round 2017-06-21 16:56:35 +03:00
Joonas Rikkonen 4ac9aa09c6 Eaten characters disappear, tweaked the movements of the eater a bit 2017-06-21 16:55:56 +03:00
Joonas Rikkonen db9a77fb25 Fix for IndexOutOfRange exceptions during map generation caused by very large wall cells near the entrance of the level (example seed: i1qecA7V) 2017-06-20 21:19:04 +03:00
Joonas Rikkonen f0873bdae6 Progress on making creatures eat each other, waists of humanoid characters can't be severed from the torso because they're used to anchor colliders to dead characters 2017-06-20 21:16:42 +03:00
Joonas Rikkonen d07649463b Fixed limbs becoming severed even if the character isn't dead, severed limbs fade out after 10 seconds 2017-06-20 21:01:59 +03:00
Joonas Rikkonen d2ab71b07d "Explosion" debug command 2017-06-19 19:26:53 +03:00
Joonas Rikkonen aa541695fc Working towards making monsters eat dead characters (WIP) 2017-06-19 19:24:59 +03:00
Joonas Rikkonen 06e23ffe6d Some tweaks to make enemy attacks less likely to miss:
- Option to select which limbs attack force is applied to (e.g. husks and crawlers now lunge forward when attacking).
- Enemies attack towards the closest limb of their target instead of the main limb.
2017-06-14 20:49:03 +03:00
Joonas Rikkonen 242da11e3f Attack configs determine whether an attack can sever limbs (instead of the amount of damage), new blood particles 2017-06-14 19:24:49 +03:00
Joonas Rikkonen f6425a7229 Characters using FishAnimController twitch for a few seconds after dying 2017-06-14 19:23:07 +03:00
Joonas Rikkonen 680204b2cc Fixed severed limbs coming back together when SimplePhysicsEnabled is toggled off and on 2017-06-14 16:25:51 +03:00
Joonas Rikkonen 65db119158 Strong attacks can sever limbs (railguns now cut crawlers in half and threshers can rip off limbs) 2017-06-13 21:36:40 +03:00
Joonas Rikkonen 5cd2a5a838 NetEntityEventManager stops writing events to a message if the MTU is about to be exceeded and leaves the remaining events for the next message.
Also got rid of the (now unnecessary) "maximum EntityEvent size exceeded" debug assertion; character spawn messages often went over the limit, causing issues when running debug builds.
2017-06-13 20:47:15 +03:00
Joonas Rikkonen 12731a8137 New waterblood particle 2017-06-13 18:20:38 +03:00
Joonas Rikkonen 4d8da85956 Configured combat strengths for all enemy types, tweaked attack priorities & movement parameters 2017-06-13 17:10:44 +03:00
Joonas Rikkonen 3c3c530b44 Enemies move faster when attacking/fleeing 2017-06-13 17:08:23 +03:00
Joonas Rikkonen c5ce1be6c2 Running speed can be adjusted from the character configs, added a parameter for the "running speed" in water (characters now swim faster when holding shift).
TODO: make AI-controlled monsters run/swim faster in specific situations (fleeing, attacking, etc).
2017-06-12 20:07:50 +03:00
Joonas Rikkonen ed0a5f0f66 - Enemies with the "attack when provoked" setting only start attacking humans and structures if the attacker is a non-AI character or has a HumanAIController.
- Characters that launch a turret get assigned as the user of the projectile (-> shooting watchers with a railgun makes them attack).
- Increased watchers' attack range.
2017-06-12 18:56:33 +03:00
Joonas Rikkonen c7d22ecb47 Option to make AI characters flee when their health is below a specific threshold 2017-06-12 18:50:15 +03:00
Joonas Rikkonen 0ba11e1fb6 Merge branch 'master' into ai-overhaul 2017-06-11 20:47:45 +03:00
Joonas Rikkonen f469041363 Fixed exceptions in NetLobbyScreen.UpdatePlayerFrame if job preferences contain jobs that aren't in the list of job prefabs 2017-06-11 18:49:48 +03:00
Joonas Rikkonen bf14882136 Merge pull request #10 from CommanderMark/master
Job preferences are now saved in config.xml.
2017-06-11 18:43:40 +03:00
juanjp600 5636d1cdf9 Reorganized project to start work on dedicated server 2017-06-11 03:48:08 -03:00
CommanderMark cc6e220691 Moved the execution of the save coroutine to JobNamePreferences' setter.
Juanjp pointed out that it would run the coroutine if you modified changes in the settings without yet pressing "Apply".

Also reworded the job descriptions.
2017-06-10 23:24:51 -04:00