Joonas Rikkonen
ac53c5f80d
Fixed campaign view button overlapping with the spectate button in NetLobbyScreen. Closes #117
2017-12-22 01:18:16 +02:00
Joonas Rikkonen
ce37411a29
Merge branch 'permission-overhaul'. Closes #49
...
Conflicts:
Barotrauma/BarotraumaShared/Source/DebugConsole.cs
Barotrauma/BarotraumaShared/Source/Networking/ChatMessage.cs
2017-12-20 19:36:17 +02:00
Joonas Rikkonen
0204bc2c49
Added permission presets (or ranks). Current presets are none (no special permissions), moderator (round management & kicking) and admin (almost everything permitted).
2017-12-19 22:27:07 +02:00
Joonas Rikkonen
9599137e83
Console command permissions can be changed in the client permission menu, permitted commands are displayed in the client-side permission popup
2017-12-07 18:25:08 +02:00
Joonas Rikkonen
0b603ba10b
Fixed particles in water being drawn under ruin structures (making it seem like plasma cutters aren't working), fixed all structures having the default health of 100 because of mismatching parameter name (Health vs MaxHealth)
2017-12-05 22:30:24 +02:00
Alex Noir
0e586651e7
Adds a [PM] tag
...
Fixes .Private message type colors being silly
2017-12-05 18:50:36 +03:00
Alex Noir
d4ce079d65
Lets people use keybinds to start chatting in lobby
2017-12-05 18:01:10 +03:00
juanjp600
c6ca3572ba
Added an option to respawn directly in the main sub
2017-12-05 03:03:37 -03:00
juanjp600
2347f2937e
Improved revolver hitreg, shooting structures affects karma, fixed 5th server being blocked in server list
...
Closes #70
2017-12-04 12:39:27 -03:00
juanjp600
4a1eea8c30
Fixed crash when setting a filter while the game is refreshing the server list
2017-12-03 20:33:20 -03:00
Joonas Rikkonen
78e97097cd
Fixed autorestart counter overlapping with the campaign map in the server lobby screen
...
Closes #57
2017-12-02 15:28:46 +02:00
Joonas Rikkonen
1c09f757a2
Renaming fields in the Client class for consistency
2017-11-23 20:43:22 +02:00
Joonas Rikkonen
18db667c1e
The server list can be filtered based on a few criteria
2017-11-21 00:59:53 +02:00
Joonas Rikkonen
fce7d43ef3
Fixed characters not appearing in the round summary in mp, minor CrewManager refactoring
2017-11-20 20:46:54 +02:00
Joonas Rikkonen
765587efd7
Renamed screens (EditMapScreen -> SubEditorScreen, EditCharacterScreen -> CharacterEditorScreen)
2017-11-18 15:13:03 +02:00
Joonas Rikkonen
cda08b1745
Fixed inability to move selectable items in character mode in the sub editor
2017-11-18 15:12:23 +02:00
Joonas Rikkonen
903686aed7
Modified particle properties can be saved directly to the config file
2017-11-18 14:18:46 +02:00
Joonas Rikkonen
3a6508648f
Progress on particle editor:
...
- Emission settings of the preview particles can be edited.
- The XML config of the selected particle prefab can be copied to clipboard.
+ pressing enter when a GUINumberInput textbox is selected deselects the textbox
2017-11-17 20:58:00 +02:00
Joonas Rikkonen
acfee80755
WIP particle editor, added tooltips to ParticlePrefab properties
2017-11-17 01:30:33 +02:00
Joonas Rikkonen
04e3710a65
Renaming fields for consistency
2017-11-14 22:45:22 +02:00
Joonas Rikkonen
5f4bf48449
Replaced instances where MapEntityPrefabs are searched for based on the name with a static Find method that takes the aliases of the prefabs into account.
2017-11-14 21:40:43 +02:00
Joonas Rikkonen
f46dc5da28
Water flow logic tweaking:
...
- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.
+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
2017-10-10 21:07:45 +03:00
Joonas Rikkonen
1ff2054ca8
Converted the GetAttribute methods in the ToolBox class to extension methods
2017-10-04 18:38:40 +03:00
Joonas Rikkonen
f127c410b0
Option for clients to spectate the game without respawning
2017-09-25 21:31:21 +03:00
Joonas Rikkonen
5eb1544f1e
Clients can be given a permission to select the sub or the game mode
2017-09-24 17:11:10 +03:00
Joonas Rikkonen
04b0c63f30
Campaign mode can't be voted for. The host has to manually create/select the campaign save, so switching to the campaign mode when the host isn't present would cause problems.
2017-09-24 13:41:54 +03:00
Joonas Rikkonen
f291a22976
- Autorestart works in campaign mode.
...
- The server select a random destination when the campaign starts and after each round, so the campaign can be played even if there's no host/client to choose the destinations. (TODO: make it possible to vote for the destination?)
- Reverting to the previous save if the entire crew is dead works correctly now.
- Clients load the campaign saves after receiving them (-> discovered locations/connections are synced with clients).
2017-09-19 22:05:42 +03:00
Joonas Rikkonen
e26600d088
Added MP campaign setup to the dedicated server & some console commands for managing the campaign
2017-09-17 20:03:18 +03:00
Joonas Rikkonen
9114ae658f
- Modified item buying logic: selected items are purchased immediately without having to click the "buy" button, and they stay in the list of purchased items until the round is started. (-> It's possible to see which items have been purchased and cancel purchases).
...
- Clients can be given a permission to manage the campaign (atm selecting which location to head towards and buying items).
- Syncing cargomanager state with clients.
- Misc fixes.
2017-09-17 15:55:24 +03:00
Joonas Rikkonen
b292a301cf
MP campaign additions/fixes:
...
- Store tab & cargo spawning
- Sub & shuttle lists and level seed box are disabled when a campaign is active.
- Campaign UI is recreated if a new campaign is started while another one is active.
2017-09-16 19:16:56 +03:00
Joonas Rikkonen
348d81a66f
MP campaign fixes
2017-09-13 20:34:10 +03:00
Joonas Rikkonen
63bca3c7ea
Syncing campaign state & save files with clients (WIP)
2017-09-11 21:32:48 +03:00
Joonas Rikkonen
3feee93c53
Campaign saving fixes
2017-09-03 13:08:10 +03:00
Joonas Rikkonen
c1f5e3cbda
Progress on multiplayer campaign:
...
- Moved SaveUtils to the shared project.
- Moved the "new game"/"load game" menu logic to a separate class.
- Somewhat functional campaign UI in the server lobby (only the map view is usable atm though).
2017-08-31 18:53:37 +03:00
Joonas Rikkonen
dc3b9baa0d
Moved campaign UI logic from LobbyScreen to a separate class
2017-08-29 19:32:14 +03:00
Joonas Rikkonen
a75fd12020
Started moving single player campaign logic to an abstract CampaignMode class to make it reusable in the eventual multiplayer campaign
2017-08-28 20:19:21 +03:00
Joonas Rikkonen
729108c7b9
Replaced usages of "shift" with "round" for consistency
2017-08-28 17:59:08 +03:00
Joonas Rikkonen
79f7ce7071
Revert "Characters that are outside are rendered under particles -> creatures can be hidden by smoke from hydrothermal vents. [ 65211ec]"
...
Caused characters to be rendered behind ruins, need to come up with a better solution
2017-08-27 14:34:11 +03:00
Joonas Rikkonen
c2da3a6af4
- Added "LevelTriggers", areas that apply statuseffects and/or damage to entities. Atm can only be attached to background sprites.
...
- Moved background sprites to the shared project.
- The debug textures of physics bodies have a maximum size of 128x128 pixels to prevent large bodies from taking up excessive amounts of memory.
- Attacks can be set to only affect humans.
2017-08-23 20:37:30 +03:00
Joonas Rikkonen
65211ecbb6
Characters that are outside are rendered under particles -> creatures can be hidden by smoke from hydrothermal vents.
2017-08-22 19:06:29 +03:00
Joonas Rikkonen
4a460ff150
- The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
...
- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub.
- ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
2017-08-20 19:05:25 +03:00
Joonas Rikkonen
9c372137bd
Added randomly generated ocean floors. Atm the bottom is too deep to reach in most levels and there's not much to explore down there, but the plan is to have some levels where the bottom or some of the bottom formations are reachable (because we need hydrothermal vents!).
...
Ice walls also use vertex colors now, could be used to add some cosmetic variety to the levels.
2017-08-15 19:20:21 +03:00
Joonas Rikkonen
4d40f5d483
Submarines, items and characters that reach a depth of 300,000 units (~4000 m) are automatically disabled. Avoids the unnecessary cost of updating entities that are way too deep to be reached by anyone.
2017-08-13 20:00:18 +03:00
Joonas Rikkonen
aaea8bc709
Dedicated servers can use autorestart
2017-07-24 21:21:00 +03:00
Joonas Rikkonen
575b643c62
Added "user" parameter to Inventory.PutItem and Inventory.TryPutItem. + More descriptive wiring logging: the logs don't list all the wires in a connectionpanel but only the changes a player does to the wiring. Disconnecting wires by picking them up and wiring done by the host are also logged now.
2017-07-17 23:27:31 +03:00
Joonas Rikkonen
bf5a0746ad
Merge branch 'master' of https://github.com/Faerdan/Barotrauma into Faerdan-master
...
Conflicts:
Barotrauma/BarotraumaClient/Source/Map/MapEntity.cs
Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs
Barotrauma/BarotraumaShared/Source/Characters/Character.cs
Barotrauma/BarotraumaShared/Source/Items/Item.cs
2017-07-05 19:32:34 +03:00
Joonas Rikkonen
64ad5e5003
Removed unnecessary using directives
2017-07-05 18:35:09 +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
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
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