Commit Graph

2503 Commits

Author SHA1 Message Date
Joonas Rikkonen
39cd9b5a2b Added CONTRIBUTING.md (WIP) 2018-12-01 16:05:45 +02:00
Joonas Rikkonen
f711aa2f6a Updated website link in readme.txt 2018-11-29 15:10:18 +02:00
Joonas Rikkonen
f3409f067d IPv6 fixes:
- Fixed IPv6 addresses being clipped from the end in the server list screen because the IP textbox was too small to fit them.
- Fixed clients parsing IPv6 addresses wrong because they assumed the first ":" in the address is the separator between the IP and port.
2018-11-24 19:35:45 +02:00
Joonas Rikkonen
0463e2d9cf Inventory syncing fix: the inventory of the character that's being controlled would not be updated when the character can't access it (e.g. because of wearing handcuffs or being unconscious), preventing inventory updates from being applied. 2018-11-24 18:50:55 +02:00
Joonas Rikkonen
db2ced7c3d Dragging fixes. Instead of setting the anchor positions of the pulljoints directly and transforming them to account for the target being in a different sub, a temporary variable is used to calculate the transformed position. Otherwise the non-transformed intermediate values will cause "trying to move pulljoint extremely far" errors which prevent the value from being set. 2018-11-22 18:53:34 +02:00
Joonas Rikkonen
1f2c18f7dd Error logging when receiving an inventory network event for a character with no inventory 2018-11-22 18:50:35 +02:00
Joonas Rikkonen
f12aa2fadc Fixed "trying to move pulljoint extremely far" errors when using a controller that's in a different sub (or inside when the character is outside, or vice versa). 2018-11-22 18:50:12 +02:00
Joonas Rikkonen
f4a9458d66 Attempt to fix "invalid force to a physics body" errors. Haven't been able to consistently reproduce the errors, but I'm pretty sure it was caused by GetCenterOfMass returning invalid values when all character's limbs are disabled (may happen for example when a character that's far away from the client's character dies). 2018-11-22 18:47:57 +02:00
Joonas Rikkonen
91a8a7e11d Fixed DebugConsole selecting non-command lines if up/down is pressed when there are no commands in the console. Closes #927 2018-11-22 15:16:30 +02:00
Joonas Rikkonen
76c3c062f4 Updated website link in readme.md 2018-11-21 19:06:22 +02:00
Joonas Rikkonen
a4bdcb19f4 v0.8.2.2 2018-11-19 22:08:13 +02:00
Joonas Rikkonen
00cc1265f3 Don't show an error message if the save folder is not presented (it's created automatically when saving for the first time) 2018-11-19 22:08:06 +02:00
Joonas Rikkonen
5b60d0aef4 Fixed an area not covered by hulls below Aegir's reactor room. Closes #827 2018-11-19 20:25:27 +02:00
Joonas Rikkonen
9e97b4828f Fixed oxygen-depleting status effects being able to kill characters that don't need oxygen 2018-11-19 20:24:11 +02:00
Joonas Rikkonen
b3a1d2f75f Added fpscounter command, FPS counter is disabled by default 2018-11-19 20:23:46 +02:00
Joonas Rikkonen
c2d0fa4e03 Fixed non-continuous RegEx components only sending out a signal once 2018-11-15 21:32:11 +02:00
Joonas Rikkonen
bc691f0b4a Tweaked item densities (the default value of 10 makes them neutrally buoyant which looks weird). Closes #914 2018-11-15 21:21:46 +02:00
Joonas Rikkonen
c4c2967065 Option to make RegEx component only send a signal when it receives a signal (not continuously according to the last received signal), added FalseOutput property to RegEx component. Closes #846, Closes #911 2018-11-15 20:52:15 +02:00
Joonas Rikkonen
df202d5a18 Melee weapons can only hit one character per swing (makes stun batons & medical syringes less OP). Closes #814, closes #865 2018-11-15 20:45:04 +02:00
Joonas Rikkonen
98e05e8483 Prevent ruins from overlapping with each other or ending up above the upper boundary of the level. Closes #894 2018-11-12 13:48:23 +02:00
Joonas Rikkonen
a415f1fe23 Fixed AI characters being able to attack through walls. Closes #901 2018-11-11 19:11:20 +02:00
Joonas Rikkonen
912da3f4f6 Made FindHull methods inclusive by default (= a position exactly at the edge of a hull is considered to be within the hull). Fixes characters being considered outside when they're exactly at the edge of 2 adjacent hulls, which sometimes caused the camera to twitch inwards and the character to get wet when moving between docked subs. 2018-11-11 17:23:22 +02:00
Joonas Rikkonen
329928fc8f Fixed characters occasionally getting teleported outside the sub for a few frames when moving between docked subs. Closes #546 2018-11-11 17:19:00 +02:00
Joonas Rikkonen
cea5d5b074 Fixed client-side docking ports creating duplicate bodies on doors, causing characters to collide with an invisible door when trying to move between docked subs (until the server forces them through it). + TODO note about bugged hull finding logic in UpdateNetPlayerPosition! 2018-11-10 20:21:43 +02:00
Joonas Rikkonen
481f51f3d8 Docking ports automatically stretch the hulls between them to cover the area between the docked subs. Otherwise there may be areas uncovered by hulls if the docking port is positioned slightly outside the extents of the submarine's hulls, causing characters to implode or get thrown back when they try to pass from sub to another. 2018-11-10 18:34:18 +02:00
Joonas Rikkonen
a85b496f23 WIP fixes to ragdoll simple physics mode (see #895). When simple physics is enabled, only the collider of the character moves and all the limbs and joints are disabled. This caused "attempted to move pulljoint anchor extremely far" errors, because the game still attempted to move the limbs to the collider via pull joints. TODO: do more testing to make sure simple physics doesn't cause other physics errors, fix dragging in simple physics mode. 2018-11-09 14:29:25 +02:00
Joonas Rikkonen
083d88a64f Fixed lightcomponent sprites & broken sprites not being mirrored. Closes #893 2018-11-08 15:32:57 +02:00
Joonas Rikkonen
20da81e5dc Fixed player's character staying in the unsynced state when rejoining while the character is dead/unconscious. Closes #857 2018-11-05 12:41:11 +02:00
Joonas Rikkonen
1b4b5bb2e7 Fixed conditions being ignored on delayed status effects. Closes #866 2018-10-30 20:13:54 +02:00
Joonas Rikkonen
33d971f5d0 Fixed OnBroken & OnImpact statuseffects not being applied client-side 2018-10-29 20:38:43 +02:00
Joonas Rikkonen
224e9238db EntityEvents are written and sent even if the entity has been removed at the time of writing. Otherwise the clients may not receive some important events, e.g. when an item applies a statuseffect to something or triggers an explosion and is removed immediately afterwards. I'm not 100% confident that this won't cause any additional issues, so it still needs more testing. See #839 2018-10-29 20:38:10 +02:00
Joonas Rikkonen
9d92b696f0 Fixed clients getting kicked if they receive an entity event that's more recent than the one they're expecting. This happens often even when there's no actual error, for example if the client happens to receive messages in an incorrect order (the messages are sent using the Unreliable delivery method). Instead of getting themselves kicked, the clients should just ignore the event and wait until they receive the correct one. 2018-10-28 21:12:30 +02:00
Joonas Rikkonen
ef9afedf42 Added a level equality check to client error handling to make it easier to diagnose bugs like #848 in the future. 2018-10-18 00:18:57 +03:00
Joonas Rikkonen
9f7fbb0cbe Fixed client error reporting 2018-10-17 23:48:00 +03:00
juanjp600
13dc008cb5 Client communicates event syncing errors to the server
This should help
2018-10-16 17:11:20 -03:00
Joonas Rikkonen
6bad59dfba v0.8.2.1 2018-10-14 22:46:22 +03:00
Joonas Rikkonen
2b1dacbf2f The ActionType of an Attack's statuseffect is considered "OnEating" instead of "OnUse" if the target is dead. Prevents husks from gaining health by attacking corpses (which allowed players to huskify themselves on purpose and stay alive indefinitely). 2018-10-08 11:23:52 +03:00
Joonas Rikkonen
fec7740378 Fixed a bunch of bugs when dragging characters up ladders (see e0504042). The dragging logic didn't take into account that the characters are not necessarily in the same sub, which caused the dragged character to launch away at a high speed when climbing from a sub to another (for example when climbing down to the shuttle in Aegir). The pull joint on the target's torso was never disabled, so the character stayed floating mid-air after getting off the ladders.
+ Made Limb.pullJoint private. Now it can only be accessed by properties of the Limb, and there's some error checks in place to prevent WorldAnchorB from being set to an invalid value.
2018-09-24 21:19:18 +03:00
Joonas Rikkonen
bff2852cb6 Fixed submarine waypoints getting mirrored in mirrored levels (cherry-picked from c785732) 2018-09-21 14:05:22 +03:00
Joonas Rikkonen
c4c18fbfd7 Fixed main path waypoints not getting mirrored in mirrored levels (cherry-picked from 295fc31). 2018-09-21 12:45:33 +03:00
juanjp600
e578cbc077 Explosions now use Character.Controlled.WorldPosition to determine camera shake 2018-09-19 14:57:22 -03:00
Joonas Rikkonen
a7515cc400 Merge pull request #798 from BlueTheKing/patch
Changes to Oxygenite Tank's tag and sprite
2018-09-16 15:27:15 +03:00
Blue
ad6e48784e Delete Thumbs.db 2018-09-14 17:18:29 +02:00
Blue
50bed0f1ca Changed oxygenite tank's sprite to make it more noticeable 2018-09-14 17:10:47 +02:00
Blue
6e6a6c8d56 Oxygenite Tank tag changed
"meditem" --> "smallitem"
2018-09-14 16:30:15 +02:00
Blue
33ed7eb390 Merge pull request #4 from Regalis11/master
Synced
2018-09-14 16:08:54 +02:00
Joonas Rikkonen
bf87006bc3 Attempt to fix items dropping client-side when moving them from inventory another (#558).
The clients delay applying the received remote state of an inventory they just put an item inside, because otherwise the inventory may revert to an old state if items are moved in rapid succession. I think the problem was that the delay was not applied to the inventory the item is _taken from_, so it was possible that the clients applied an old delayed state even though an item had just been moved out of the inventory. Another problem was that the server didn't create an event for the inventory the item was removed from, so if there were any wrong items in a client-side inventory, they would just be dropped instead of being moved back to the correct inventory.
2018-09-12 15:22:52 +03:00
Joonas Rikkonen
a403ca44c5 Fixed inventory sync delay being decremented in two places, causing the delay to be 0.5 seconds instead of the intended 1 s. Closes #788 2018-09-12 14:16:06 +03:00
juanjp600
ae70b973dd Changed TextureLoader.PreMultiplyAlpha return type to void 2018-09-10 18:09:26 -03:00
Joonas Rikkonen
89c8de8b27 Dropped flashlights don't consume battery (and turn off automatically). Closes #775 2018-09-10 18:33:33 +03:00