juanjp600
35dafc4792
Merge remote-tracking branch 'barotrauma/master' into new-netcode
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# Conflicts:
# Subsurface/Source/Characters/Character.cs
# Subsurface/Source/Items/Components/Machines/Steering.cs
# Subsurface/Source/Map/Structure.cs
# Subsurface/Source/Networking/GameClient.cs
# Subsurface/Source/Networking/GameServer.cs
2016-11-05 18:09:44 -03:00
Regalis
72178d4b1f
Fabricator UI shows item descriptions and items that can't be fabricated are grayed out, added a couple of new fabricable items
2016-10-28 19:47:45 +03:00
Regalis
48c07cfce5
- doors aren't ignored when checking visibility during waypoint generation or when finding a starting node for a path
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- AICharacter will mark their path unreachable if their path is blocked by a door they cant open (may happen if someone closes the door after calculating the path)
- fixed exception when creating a Steering component when there's no active GameSession (i.e. in the editor)
2016-10-27 21:18:45 +03:00
Regalis
81ed90abf4
Fixed a bunch of items being rendered over water
2016-10-27 21:13:24 +03:00
Regalis
0422beebde
Small optimization: structures that haven't taken damage aren't rendered using the damage shader
2016-10-27 19:39:07 +03:00
Regalis
2f3d3ba9ea
LOS color is based on ambient light, added a parallax effect to background particles
2016-10-27 19:25:15 +03:00
Regalis
29ad3d2555
Removed limb impact tolerances from creature configs & added ragdoll-specific impact tolerance
2016-10-26 20:20:42 +03:00
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
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- 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
6f9160e4a7
Removing & spawning entities in the same order as the server, EntitySpawner does both removing and spawning
2016-10-26 16:44:59 +03:00
Regalis
df9f89e383
Submarine position syncing
2016-10-25 20:50:47 +03:00
Regalis
182cfb3451
Removed unnecessary memLocalPos stuff
2016-10-25 20:20:23 +03:00
Regalis
62dd055e8d
Merge branch 'master' into animcontroller-overhaul
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Conflicts:
Subsurface/Content/Characters/Crawler/crawler.xml
Subsurface/Source/Characters/AICharacter.cs
Subsurface/Source/Characters/Animation/FishAnimController.cs
Subsurface/Source/Characters/Animation/Ragdoll.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/Map/Submarine.cs
Subsurface/Source/Map/SubmarineBody.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Physics/PhysicsBody.cs
2016-10-25 20:09:25 +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
c144a11119
Merge branch 'master' into animcontroller-overhaul
2016-10-22 13:38:25 +03:00
Regalis
b410a04a86
Fixes
2016-10-21 19:55:48 +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
92b61ee816
Merge branch 'master' into animcontroller-overhaul
2016-10-19 21:15:44 +03:00
Regalis
e2d0e7fe24
Moved collider position correction logic to the physicsbody class (so that it can be used for sub & item syncing), character position msg length is written in bytes instead of bits, misc cleanup/refactoring
2016-10-19 20:49:18 +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
b4389277aa
Collider isn't moved to the position of the main limb when frozen, limb collisions are temporarily disabled if the ragdoll is too far from the collider, some cleanup
2016-10-19 16:21:54 +03:00
Regalis
51a2bf097d
Using update IDs instead of timestamps to correct client-side movement predictions
2016-10-19 00:56:24 +03:00
Regalis
de203cc424
- a WIP attempt to correct the position of the controlled character based on updates from the server
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- fixed server not being able to move character controllers
- renamed IsNetworkPlayer -> IsRemotePlayer
2016-10-19 00:15:29 +03:00
Regalis
6cf6b31594
Ragdoll syncing bugfix
2016-10-18 19:04:47 +03:00
Regalis
9fed308705
InGame update messages include a timestamp which is passed to the ClientRead methods
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Now only used in character position syncing, but some other entities may also have an use for it (e.g. discarding outdated data)
2016-10-18 19:04:32 +03:00
Regalis
b68eeda8a8
WIP position syncing
2016-10-17 22:34:59 +03:00
Regalis
0cafc674dd
- projectiles don't stick to colliders
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- fixed impacts weaker than the damage threshold giving characters health
- possible to slide down ladders
- improved IndoorsSteeringManager ladder climbing logic
2016-10-17 17:41:41 +03:00
Regalis
efcc466fdd
- added colliders to all monster configs
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- disabling monster collider & placing it at mainlimb when stunned/dead/frozen
- monsters can't swim above water
- misc fixes
2016-10-17 16:32:57 +03:00
Regalis
704c7c7561
Collider-controlled monster movement
2016-10-16 22:24:33 +03:00
Regalis
f3e74a6a41
Collider-controlled swimming, fixes
2016-10-16 20:07:34 +03:00
Regalis
db8c2b9f8e
Changed colliders from limbs to normal physics bodies, removed RefLimb
2016-10-15 20:08:51 +03:00
Regalis
1b59d1bc21
- disabling the collider and placing it on the torso when swimming, stunned or dead (todo: attempt to get swimming working with the collider controlling movement)
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- only the collider can receive impact damage
- shorter collider to allow crouching in tight spaces
- AI characters are considered close enough to a waypoint if their collider overlaps with it (instead of a distance check)
2016-10-14 16:11:45 +03:00
Regalis
9d9c50a520
Progress
2016-10-14 01:10:46 +03:00
Regalis
62c88be214
Controlling humanoid movement with one capsule-shaped physics body that other limbs (attempt to) follow
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Broken and WIP
2016-10-14 00:13:19 +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
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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
e12fe29f80
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Source/Items/CharacterInventory.cs
Subsurface/Source/Items/Inventory.cs
Subsurface/Source/Items/Item.cs
2016-10-12 21:12:21 +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
170e1a0da8
ItemRemover -> EntityRemover, clients reset spawner & remover when starting a new round
2016-10-12 20:46:47 +03:00
Regalis
60b36e020c
Changed ItemSpawner to EntitySpawner, used for syncing both item and character spawning
2016-10-12 19:25:01 +03:00
Regalis
ac3539da63
Item spawn syncing
2016-10-12 18:29:44 +03:00
Regalis
a235b90aee
Job & waypoint assignment
2016-10-12 16:49:43 +03:00
Regalis
1d25362df6
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2016-10-12 16:24:41 +03:00