Commit Graph

1587 Commits

Author SHA1 Message Date
juanjp600 3a67418985 Minor optimizations + Potential bugfixes 2017-10-11 22:52:13 -03:00
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 c444186426 Updated client project (ShiftSummary -> RoundSummary), removed unused drowningtime variable 2017-10-05 21:35:57 +03:00
Joonas Rikkonen f8dfba91b8 Capped oscillator frequency to 240 Hz to prevent players from causing performance issues by setting it to an excessively high value 2017-10-05 21:19:23 +03:00
Joonas Rikkonen 57667b3169 Fixed removed (e.g. eaten) characters not appearing in the round summary, but still spawning during the next round 2017-10-05 21:18:01 +03:00
Joonas Rikkonen a740bf9a56 Added oscillators (a signal component that sends out a periodic pulse, sine wave or a square wave) 2017-10-04 20:18:01 +03:00
Joonas Rikkonen 3aaf5cbae2 ObjectProperties support enums, added a dropdown for enum properties to item editing UI. 2017-10-04 20:07:57 +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 6c7c97a875 Replaced the placeholder C4, detonator & grenade sprites 2017-09-28 19:00:59 +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 5a4bc0242d Voting UI fixes:
- The vote count texts are removed when voting is disabled.
- Server sends vote status to joining clients (-> clients see the number of votes immediately, not after someone votes something).
- Server refreshes vote count texts when a client disconnects.
2017-09-21 20:37:30 +03:00
Joonas Rikkonen 8c3c689596 - Fixed creatures being able to sever non-severable limb joints (which caused syncing issues when the waist->torso joint of a humanoid was severed).
- The server creates an entity event when a joint is severed.
- Made joints severable by default.
2017-09-21 17:50:24 +03:00
Joonas Rikkonen dd86b5745a - The server doesn't disable client-controlled AI characters that are far from all other players.
- Clients aren't allowed to flip swimming FishAnimControllers unless the server says so (occasionally caused creatures to flip around constantly because the clients ignore the 1-second "flipping cooldown").
- Moved Character.ReadStatus to the client project.
2017-09-21 17:44:52 +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 8949871f00 Saving fix 2017-09-11 21:37:28 +03:00
Joonas Rikkonen 63bca3c7ea Syncing campaign state & save files with clients (WIP) 2017-09-11 21:32:48 +03:00
Joonas Rikkonen 51cfef214c BackgroundSpriteManager uses RandSync.Server because the server also generates background sprites now 2017-09-11 21:31:21 +03:00
Joonas Rikkonen 1311a286f5 Added battery recharge docks, moved applying OnActive statuseffects to the Powered itemcomponent, removed smoke particles from stun baton hit effect 2017-09-03 16:57:32 +03:00
Joonas Rikkonen 7625d04807 Fixed exceptions during level generation if two tunnel nodes happen to be placed at the same position 2017-09-03 13:11:53 +03:00
Joonas Rikkonen 3feee93c53 Campaign saving fixes 2017-09-03 13:08:10 +03:00
Joonas Rikkonen 1e41abadd1 Submarine.PickBody & CheckVisibility ignore sensors 2017-09-03 13:07:20 +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 c7ae91da42 Added "state_out" connections to relay components 2017-08-31 16:45:04 +03:00
Joonas Rikkonen 96a64d45dc Moved MapEntity saving methods to the shared project (the server needs to be able to save subs in the campaign mode) 2017-08-30 18:09:48 +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 736de25e6c Fixed RangedWeapon launching projectiles in an incorrect rotation 2017-08-27 18:45:14 +03:00
Joonas Rikkonen e7f4d1474e Fixed interact rects not being calculated correctly for subinventory slots, the tooltip of a parent item isn't shown when highlighting a contained item 2017-08-27 18:10:17 +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 37a5888126 - More small caves in levels.
- Groups of crawlers, mantises and husks can spawn inside the caves.
- Salvage mission variants where the artifact spawns inside a cave.
- Fixed ruins being placed inside the sea floor.
- MonsterEvents don't spawn the monsters if no suitable spawn position is found.
2017-08-27 13:40:47 +03:00
Joonas Rikkonen 362428280a Multiple particle emitters can be be attached to a background sprite, hydrothermal vents push characters and subs upwards, tweaked hydrothermal smoke particles & trigger positioning 2017-08-26 17:07:13 +03:00
Joonas Rikkonen 1a12f46708 All remaining physics bodies are removed at the end of submarine unloading (freeing debug bodyShapeTextures, etc). -> LevelTrigger bodies don't have to be removed separately during unloading 2017-08-24 20:30:10 +03:00
Joonas Rikkonen 65094a02c1 Hydrothermal vents emit sounds & being inside the smoke makes the camera shake 2017-08-24 20:25:17 +03:00
Joonas Rikkonen 4bdbf05875 - The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
- StatusEffect sounds are configured as child elements of the StatusEffect (instead of attributes).
- Background sprites can emit sounds.
2017-08-24 19:56:31 +03:00
Joonas Rikkonen 7186a8010a Fixed item pickup sounds playing during loading 2017-08-24 19:52:04 +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 2d1c00546f Reimplemented switching to repair & monster music types (now handled by SoundPlayer) 2017-08-23 14:42:24 +03:00
Joonas Rikkonen f9504d0d76 Bunch of new level types, WIP hydrothermal vents 2017-08-22 21:12:29 +03:00
Joonas Rikkonen 6cf0f966aa Refactored event/task logic:
- Instead of configuring a commonness value and difficulty for an event and creating new random events until the maximum difficulty of the selected level is reached, the number of events per level can be configured directly (and overridden for specific level types).
- Removed task logic. The initial idea was to display the unfinished tasks to the player somehow and to use them as objectives for the AI crew, but those were scrapped and the tasks only ended up controlling which type of music to play. TODO: implement some kind of logic to determine when to play repair/monster music clips.
2017-08-22 21:12:06 +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 15a31c5291 - The commonness of scripted events can be overridden for specific level types (e.g. some monsters can be set to spawn more frequently in specific types of levels).
- The sub can be moved from location to another in the map view by double clicking in debug builds.
- Level wall color can be changed in level generation parameters.
- Fixed level geometry not being rendered if the ocean floor is visible (which isn't a problem in most level types, but there can be levels where the ocean floor is so close to the actual level that they can both be visible at the same time).
- Background sprite scale is taken into account when calculating particle emitter positions.
- Fixed limb lights being rendered even if the character is disabled.
2017-08-22 19:04:49 +03:00
Joonas Rikkonen d772049cc0 Particle fixes, background sprites can emit particles if the camera is within the area where the particles are visible 2017-08-22 15:41:23 +03:00
Joonas Rikkonen cc40970b58 Separate ParticleEmitter & ParticleEmitterPrefab classes - the emission timer (and maybe some other values in the future) can't be in the prefab class because multiple objects may use the same prefab. 2017-08-20 22:05:30 +03:00