Commit Graph

353 Commits

Author SHA1 Message Date
juanjp600
35dafc4792 Merge remote-tracking branch 'barotrauma/master' into new-netcode
# 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
48c07cfce5 - doors aren't ignored when checking visibility during waypoint generation or when finding a starting node for a path
- 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
29ad3d2555 Removed limb impact tolerances from creature configs & added ragdoll-specific impact tolerance 2016-10-26 20:20:42 +03:00
Regalis
182cfb3451 Removed unnecessary memLocalPos stuff 2016-10-25 20:20:23 +03:00
Regalis
62dd055e8d Merge branch 'master' into animcontroller-overhaul
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
641e579e92 Backported animcontroller-overhaul 2016-10-22 15:18:16 +03:00
Regalis
b410a04a86 Fixes 2016-10-21 19:55:48 +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
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
- 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
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
- 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
- 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)
- 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
Broken and WIP
2016-10-14 00:13:19 +03:00
juanjp600
7e6ef65eb3 Improved LOS effect
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
60b36e020c Changed ItemSpawner to EntitySpawner, used for syncing both item and character spawning 2016-10-12 19:25:01 +03:00
juanjp600
72033a581e Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/GUI/GUI.cs
	Subsurface/Source/GameMain.cs
	Subsurface/Source/GameSettings.cs
	Subsurface/Source/Items/CharacterInventory.cs
	Subsurface/Source/Items/Components/ItemComponent.cs
	Subsurface/Source/Items/Components/Machines/Pump.cs
	Subsurface/Source/Items/Components/Machines/Radar.cs
	Subsurface/Source/Items/Components/Machines/Steering.cs
	Subsurface/Source/Items/Components/Power/PowerContainer.cs
	Subsurface/Source/Items/Inventory.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Items/ItemSpawner.cs
	Subsurface/Source/Map/Levels/WaterRenderer.cs
	Subsurface/Source/Map/LinkedSubmarine.cs
	Subsurface/Source/Map/Map/Map.cs
	Subsurface/Source/Map/Structure.cs
	Subsurface/Source/Map/Submarine.cs
	Subsurface/Source/Map/WayPoint.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Physics/PhysicsBody.cs
	Subsurface/Source/Screens/GameScreen.cs
2016-10-11 20:19:25 -03:00
juanjp600
4caf00dd9d Some extra checks to prevent character flinging
New netcode will solve all of these problems the right way.
2016-10-11 19:40:35 -03:00
Regalis
f9017d3cf9 User-controlled monsters can damage structures from outside the sub 2016-10-11 21:11:06 +03:00
Regalis
7e20d7a17a Timing.Alpha isn't updated if accumulator < step, using interpolated positions to draw lightsources & ragdoll/ai debug info (-> no twitching when the sub is moving) 2016-10-11 16:34:59 +03:00
Regalis
74a9453676 Upper limit to water drag force, fixed highlighted items "flickering" 2016-10-09 20:45:28 +03:00
Regalis
d4e9116b0f Audio channel states visible in debug view + some sound fixes:
- a short "cooldown" after each footstep sound (prevents the sound playing multiple times during one footstep)
- water flow sounds are only played by one of the hulls a gap is between
- flow rate affects the range of the flow sound
2016-10-09 20:11:08 +03:00
Regalis
ef9dce9a0d - fixed exception in GetSubsToLeaveBehind if the round ends when none of the subs is at an exit
- water surface is clamped above the bottom of the hull
- character names don't overlap with health bars
2016-10-09 18:20:32 +03:00
juanjp600
a1d319d0df Merged branch new-netcode into new-netcode 2016-10-08 19:14:52 -03:00
Regalis
54f3d09af4 Update/rendering logic separation (cherrypicked from commits 9ca3b24, bddcc36 & 9511bae) 2016-10-05 20:35:18 +03:00
Regalis
bddcc36673 Separated inventory update & rendering logic 2016-10-04 23:52:32 +03:00
juanjp600
e1296e4a8e Backported vsync changes from new-netcode, WIP hull visibility culling
The hull culling functions are there, they just aren't being used right now because there are some annoying bugs.
2016-10-02 22:24:31 -03:00
juanjp600
75e7b3a94e Merged branch master into combat-mission 2016-10-01 20:10:38 -03:00
juanjp600
4c7e8fe57d Character name scale based on zoom 2016-09-30 15:45:09 -03:00
juanjp600
f6b82eb095 Some progress on flipping subs
Press crouch to flip every sub in the map, texture alignment breaks and physics items vanish, but other than that it's working.
2016-09-29 22:20:15 -03:00
Regalis
c1cb19b940 More suitable tutorial seed + moloch spawn position, moloch nerf 2016-09-29 19:32:14 +03:00
juanjp600
e22d8adde5 Red name on enemy players
To prevent confusion.
2016-09-27 20:06:02 -03:00
juanjp600
fc8eab688d Merged branch master into new-netcode 2016-09-27 19:45:14 -03:00
juanjp600
71ebbc00d9 Merged branch master into combat-mission 2016-09-27 19:42:35 -03:00
Regalis
2bdc7441fc Merge branch 'level-gen-overhaul' 2016-09-27 20:19:29 +03:00
Regalis
9b15d2f894 Improved background sprite placement logic: orientation of the cell edges determined by their normals instead of their position relative to the cell 2016-09-27 20:18:55 +03:00
juanjp600
344947c3c4 Search and destroy mission
Featuring ugly code
2016-09-26 22:09:06 -03:00
juanjp600
0ef813f189 Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	Subsurface/Barotrauma.csproj
	Subsurface/Source/Screens/GameScreen.cs
2016-09-26 17:03:14 -03:00