Commit Graph

72 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
29ad3d2555 Removed limb impact tolerances from creature configs & added ragdoll-specific impact tolerance 2016-10-26 20:20:42 +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
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
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
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
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
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
juanjp600
02d98f5d29 Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	Subsurface/Source/Networking/FileStreamReceiver.cs
	Subsurface/Source/Networking/FileStreamSender.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Networking/GameServerLogin.cs
	Subsurface/Source/Networking/NetworkEvent.cs
	Subsurface/Source/Screens/NetLobbyScreen.cs
2016-09-24 21:28:37 -03:00
juanjp600
d537e8795a Replace '' (two single quotes) with \" (double quote)
We must correct post-traumatic Blitz disorder
2016-09-24 21:26:08 -03:00
juanjp600
44e12ffed2 Basic player input syncing
There's currently a bug where the inputs might be read out of order or more than once, which leads to desync. I'll feel really dumb when I find what's going on here.

Also, I'm using placeholder player spawning because CharacterInfo doesn't seem to be fully functional yet.
2016-09-22 21:20:46 -03:00
juanjp600
edab86f730 Character freezing + Misc fixes 2016-09-21 16:46:12 -03:00
Regalis
f21000124b 0.5 sec delay when switching from swimming to walking or vice versa (prevents rapid switches between swimming/walking if the water level is fluctuating around the minimum swimming depth) 2016-09-21 20:14:24 +03:00
Regalis
e2885a912d Husk infections, manually attacking when controlling a creature 2016-08-28 16:16:02 +03:00
Regalis
66df9c1dd0 Reverted the Ragdoll.SetPosition changes done in commit 6993318, won't work when standing partially through a platform 2016-08-13 18:31:55 +03:00
Regalis
69933188d6 Ragdoll.SetPosition takes platforms into account if the character isn't ignoring platforms (i.e. forcing a character on top of a platform won't make it fall through it), reaching the top/bottom of a ladder won't make networkplayers fall off, server ignores position updates from dead/unconscious characters, smaller ResetRagdollDistance 2016-08-10 19:16:18 +03:00
Regalis
1a0451d0a8 - items can be equipped/unequipped by double clicking
- items inside the respawn shuttle
- using the teleport method when moving a character into or out from a sub
- removing dropped items from the respawn shuttle when respawning
2016-07-29 22:25:48 +03:00
Regalis
a5111d33df Tons of AI + pathfinding bugfixes:
- waypoints are created between docked subs and removed when they undock
- fixed start waypoint being left out of steering paths
- NPCs won't close doors/hatches on themselves
- NPCs won't let go of ladders until their feet are above the lower edge of the hull
- fixed FindDivingGear "loops": need to find a suit -> need to get to a suit -> need a suit to get to the suit -> need to find a suit...
- fixed characters constantly turning from side to side in small rooms
- recursive function for finding the button which opens a door (so a button doesn't have to be connected straight to a door for an NPC to be able to open it)
- AIObjectiveGetItem keeps searching for more suitable items even if a path to a matching item has been found
2016-07-08 20:53:11 +03:00
Regalis
cd3ecd36e8 Merge branch 'multisub'
Conflicts:
	.gitignore
	Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
	Subsurface/Source/Items/Components/Holdable/RepairTool.cs
	Subsurface_Solution.v12.suo
2016-07-04 17:42:31 +03:00
Regalis
34c6569313 Server can inflict impact damage on clients, character oxygen level syncing bugfix, hulls send a networkevent when oxygen level changes by >=5%, limb velocities aren't reset when receiving a network update 2016-06-29 17:26:26 +03:00
Regalis
b04e204dc3 - multiple submarines can be "merged" into one file (to be used as escape vessels etc)
- WIP docking ports
2016-06-26 14:31:00 +03:00
Regalis
495a0f4124 - teleporting from sub to another works now
- repairtool fix
- submarines collide with each other
- every submarine is updated (so MainSub isn't the only one that can move)
- submarinebody vertex generation fix
2016-06-11 17:55:47 +03:00
Regalis11
41569675f3 Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures) 2016-06-09 18:34:43 +03:00
Regalis
63e5f02057 Changes to submarine<->outside teleporting logic:
- contacts between limbs and the sub are temporarily disabled before teleporting to prevent the character from "exploding"
- impact damage is disabled for 0.25 seconds after teleporting in case the character still explodes
- characters with disabled impact damage won't damage the walls when hitting
- the collider of SubmarineBody is generated based on walls instead of hulls
- fixed Submarine.CheckVisibilit ignoring fixtures with (CollisionWall | CollisionLevel) collisioncategory
2016-05-18 11:43:22 +03:00
Regalis
c08029dea8 Handheld sonars only consume batteries when they're on, endworms aren't "flipped" when they turn around, every limb is checked in SubmarineBody.DisplaceCharacters (instead of just reflimb) 2016-04-24 20:31:26 +03:00
Regalis
6c538443fd - characters aren't teleported through gaps if a wall doesn't have a hole there
- characters aren't teleported outside until they're far enough from hulls (prevents them from "jumping" outside as they're teleported partially inside the body of the sub)
- arms are mirrored/flipped when turning in water
2016-04-22 17:21:34 +03:00
Regalis
e271873a43 Autopilot uses submarine position as a "reference position" (instead of the position of the nav terminal), radar display bugfix, ragdolls aren't teleported outside the sub if they're in a tiny gap between hulls (e.g. passing through a broken wall between rooms) 2016-04-20 17:28:20 +03:00
Regalis
17d499d70a - clients only apply OnImpact statuseffects on items when the server says so
- fixed characters occasionally teleporting partially inside walls in mp
- made it easier to drag characters while swimming
2016-04-16 21:00:21 +03:00
Regalis
0dbfb54b5f - crouching (allows placing signal items at the bottom of a room and may be useful when doctors are added (CPR animation, using medical items on dead bodies?))
- changes to the dying logic: characters will be unconscious when their health or oxygen goes below 0.0, and die when it drops to -100.0 (if either of the values is below zero, it will automatically decrease so the character will quickly die without medical care)
- fixed LightSprite being drawn on LightComponents even if the item is inside an inventory
- characters extend their arm more when placing signal items
2016-03-20 20:15:47 +02:00
Regalis
d713874bd6 Tweaked AITarget ranges: now it's possible to evade some monsters by stopping the sub and/or turning off noisy devices, AITarget ranges can be made visible by entering "ShowAITargets" in the console, misc cleanup 2016-03-12 21:35:21 +02:00
Regalis
d1580328ed Some cleanup using ReSharper (mostly removing redundancies) 2016-03-12 15:32:34 +02:00
Regalis
a1c728d207 Networking bugfixes & improvements:
- fixed server not sending kill-events when a monster dies
- some interpolation when correcting character positions
- physicsbody position lerping improvements
- sending AICharacter Dir instead of TargetDir
2016-03-09 16:56:42 +02:00
Regalis
00c1edad09 - Changes in UpdateNetPlayerPosition
- Holdable items don't try to change the pose if hand anim is disabled (e.g. when dragging someone or using a railgun controller)
- Indicator which shows the position of the sub when spectating
- Bugfix in controller selection logic
- Saving attributes on separate lines in serversettings.xml
- Safer validation of received sub files
2016-02-28 14:33:03 +02:00
Regalis
a57f1feb63 Scooters can't be used when stunned, limb damage sound position fix, longer view distance when outside 2016-02-15 17:50:17 +02:00
Regalis
ea6824a60d Disable aiming with holdable items when using a (railgun) controller, syncing ViewTargetID properly between clients, dropping connected wires when a button is picked up, placing large InterestingPositions on the main path through the level 2016-02-13 23:26:50 +02:00
Regalis
9b6dd5da00 Timer for deattaching items, more reliable door syncing, some new splash sounds 2016-02-13 21:25:59 +02:00