Commit Graph

59 Commits

Author SHA1 Message Date
Regalis a3569b8bf0 (3a5d98b) v0.9.6.0 2019-12-17 14:38:41 +01:00
Regalis 5c95c53118 (3dc4135ce) v0.9.5.1 2019-11-21 18:22:25 +01:00
Regalis b39922a074 (d9829ac) v0.9.4.0 2019-10-24 18:06:23 +02:00
Joonas Rikkonen 9aa12bcac2 (f2e516dfe) v0.9.3.2 2019-09-20 20:11:18 +03:00
Joonas Rikkonen 80698b58b0 (a00338777) v0.9.2.1 2019-08-26 19:58:44 +03:00
Joonas Rikkonen 0f63da27b2 (bf212a41f) v0.9.2.0 pre-release test version 2019-07-27 21:06:07 +03:00
Joonas Rikkonen 81dd2f3202 (0c86b4b28) Revert "Don't reset the los if there is no client (single player). Fixes los resetting between game sessions (less tedious debugging)." 2019-06-04 16:02:25 +03:00
Joonas Rikkonen edccfe223d (9a7d83a40) Fullscreen bug workarounds 2019-06-04 16:00:38 +03:00
Joonas Rikkonen e592c49fa8 (221f9f2a6) Merge branch 'dev' into capitalizationfixes 2019-06-04 15:38:31 +03:00
Joonas Rikkonen f797235bfd (38d8117f7) Added: More routing of TextManager.Get().Replace -> TextManager.GetWithVariable(s), missing workshop-related localization tags to englishvanilla 2019-06-04 15:38:12 +03:00
Joonas Rikkonen ef5e0359c3 (93b896fa9) Fixed items not being moved to the humanhusk's inventory when a huskified player dies due to the inventory slot types not matching. 2019-06-04 15:34:30 +03:00
Joonas Rikkonen bc566ac0e7 (bc44f3622) Fixed credits not resizing when resolution is changed 2019-06-04 15:32:04 +03:00
Joonas Rikkonen 93e4767fb8 (657674526) Reallow changing resolution in fullscreen/borderless. TODO: test, disable in borderless because it seems to do nothing? 2019-06-04 15:30:32 +03:00
Joonas Rikkonen bce99f2e6f (7e0adb991) Fixed legacy items failing to load if a sub is saved with a language other than English and the language then changed to something else. 2019-06-04 15:29:55 +03:00
Joonas Rikkonen ebd916e95c (9a7d83a40) Fullscreen bug workarounds 2019-06-04 15:29:36 +03:00
Joonas Rikkonen e9d31ed0be (1241a5bd4) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev 2019-05-23 16:28:04 +03:00
Joonas Rikkonen 44a5c9e588 (81babbeac) Added Linux System.Windows.Forms 2019-05-23 16:27:46 +03:00
Joonas Rikkonen 90149b9435 (912383b95) Unequip the diving gear when the follow target unequips it. 2019-05-23 16:27:10 +03:00
Joonas Rikkonen b8ebf34c38 (4c111302a) Fixed Shuttle Shell A01/A02 colliders not being resized according to the size of the wall 2019-05-23 16:26:51 +03:00
Joonas Rikkonen 48e8c62cae (97bf93407) Fix a typo in a function name. 2019-05-23 16:26:13 +03:00
Joonas Rikkonen 454dda56c7 (1762f02b3) Merge branch 'dev' into human-ai 2019-05-16 05:08:22 +03:00
Joonas Rikkonen 039d07f693 (a2943d8b7) Merge branch 'dev' into human-ai 2019-05-16 05:04:10 +03:00
Joonas Rikkonen 60f52375e6 (7788ec72a) Test issuing orders automatically. 2019-05-16 05:03:49 +03:00
Joonas Rikkonen ade4ef48b6 (241123ab2) Some checks to prevent crashing if a limb has an invalid health index 2019-04-18 12:04:24 +03:00
Joonas Rikkonen 3c147c1653 (cb10c219e) Allow to set the vitality for a character without afflicting damage. Make a bunch of properties of Attack class publicly accessible. 2019-04-16 17:13:01 +03:00
Joonas Rikkonen 6262b3ea54 (ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev 2019-04-16 17:12:09 +03:00
Joonas Rikkonen bd07acf26d (052ab6307) Use MonoKickstart on Linux so installing Mono is not required, fixed division by zero if the width of the server console window is 0 2019-04-16 17:11:49 +03:00
Joonas Rikkonen d3481c1dd6 (eaf02c38d) If the character has no mentionable afflictions, automatically select the limb with highest dmg on it (if none selected) to be displayed in the health interface. 2019-04-15 12:10:33 +03:00
Joonas Rikkonen 7ffcee3075 (df011a643) Fixed affliction source not being copied when creating a list of merged afflictions. Prevented affliction-based causes of death from getting the "killer" field assigned correctly, which prevented some afflictions from being unlocked. 2019-04-07 13:41:34 +03:00
Joonas Rikkonen cc122f2bbf (b451554e8) Merge remote-tracking branch 'origin/dev' into keymapping-refactor-test 2019-04-04 11:10:29 +03:00
Joonas Rikkonen b08a31a68f (33ab1e038) Add buttons for resetting the settings to the defaults and setting the default keybindings. TODO: pressing the buttons should refresh the settings frame instead of closing it. 2019-04-04 11:10:14 +03:00
Joonas Rikkonen a3425a0432 (bb85ea959) Fixed last item not being visible in grid layout groups if it's the only item on the last row 2019-04-04 11:08:49 +03:00
Joonas Rikkonen 7eb03ea6b3 (874c38a79) Show keybindings for use or shoot in the tooltips. 2019-04-04 11:08:33 +03:00
Joonas Rikkonen d4752bb6a0 (9f5c9fbcb) Make sure lazy-loaded sprites load their texture when creating a GUIImage, because the image needs to know the size of the texture to scale itself correctly. Fixes location portraits not being visible in the campaign menu when a location is selected for the first time. 2019-04-04 11:08:18 +03:00
Joonas Rikkonen 7491b06a5d (bbd192053) Rebind Select and Use keys. Refactor GameSettings to support legacy bindings, when they are set. That is, if the new "deselect" and "shoot" keys are not defined, but the player config file is found, use the "select" and the "use" keys instead of the defaults. 2019-04-04 11:08:02 +03:00
Joonas Rikkonen 79ea41e6c9 (4f4395b00) Reduced the size of the disallowed item interface area around the chatbox 2019-04-04 11:07:45 +03:00
Joonas Rikkonen 5f05322fdb (fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server. 2019-04-04 11:06:12 +03:00
Joonas Rikkonen 64bec6d3b9 (684bcee1a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev 2019-04-03 16:24:20 +03:00
Joonas Rikkonen 516159fe43 (d404aba3e) Added background color to keybind inputs in the Controls settings layout, to help readability 2019-04-03 16:24:06 +03:00
Joonas Rikkonen c9ad39da08 (b35e82550) Added a longer delay to getting killed by pressure (5 seconds in max pressure), made the pressure-zoom-in effect appear as soon as the pressure in a room starts to rise (not after it's half-way to lethal pressure), added blood particle effects when under high pressure 2019-04-03 16:23:51 +03:00
Joonas Rikkonen 2eaf22683d (ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead) 2019-04-01 22:47:22 +03:00
Joonas Rikkonen ec7e23061b (38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider. 2019-04-01 22:47:03 +03:00
Joonas Rikkonen 080ac78ded (5c35a640e) Update tutorial-rework with dev 2019-03-27 20:52:47 +02:00
Joonas Rikkonen 3f82c9a2cb (f417b026f) Fetched: Changes for playing video tutorial from local branch 2019-03-27 20:45:14 +02:00
Joonas Rikkonen 26594e2c6c (4b33eda28) Merge branch 'dev' into enemy-ai 2019-03-25 19:49:34 +02:00
Joonas Rikkonen 5ec6a7fba9 (325184804) Fix distance based attacks not registering if they hit a submarine. 2019-03-25 19:49:05 +02:00
Joonas Rikkonen 27917ee376 7b471b5...483f2ad
commit 483f2ad4fd9d91b9763d25df592a899cdf39ba67
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 19:19:01 2019 +0200

    Instead of making coilgun bolts continuously deteriorate to give them a lifetime of 5 seconds, simply create a delayed status effect that removes them after 5 seconds of being launched.

commit 00b8d48d4d1d933e76a6c0d7df5320c50dc0a07d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 19:16:40 2019 +0200

    Wait at least 0.15 seconds before creating a new condition update event for an item. Some rapidly deteriorating items (e.g. coilgun bolt, faraday artifacts) would otherwise cause new events to be created at an excessively high rate.

commit 84e6948a4898dd040b2a84eb5f1ad97c20dfc69f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 19:14:58 2019 +0200

    Server can send multiple network event packets per update if there's too many events to fit in one packet (up to 4 packets per update).

commit 40797e91d67f965ac6d292367fef5386214abbdb
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 17:34:49 2019 +0200

    NetEntityEvent changes:
    - Don't restrict the number of events per message, but instead write as many events as the packet can fit (up to a maximum of 1024 bytes to leave some space for other types of data (event IDs, chat messages and such)).
    - Decrease the delay after which events can be resent (RTT * 1.5 -> RTT).

commit bfefbb5d7da3ce6a5fe9cb7ff733ec5df37a8a15
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 14:31:03 2019 +0200

    Fixed FixDurationLowSkill & FixDurationHighSkill parameters in Repairable being case-sensitive, causing almost none of the xml values to be used. + Moved client-specific repairable methods to the client project, and server-specific to the server project.

commit 311f67c6c6b8d2cd9f4f4ca820e42316938c4f17
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 14:09:10 2019 +0200

    Fixed "trying to add a dead character to crewmanager" errors when attempting to revive a character killed by some other affliction than internal damage, bleeding or burns. Closes #1341
2019-03-24 19:21:41 +02:00
Joonas Rikkonen 7d6867996c ece6ead...7b471b5
commit 7b471b565d49a165ef54357fe6d165bf5df6522b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 13:49:53 2019 +0200

    Don't apply smoothing to client cursor positions server-side

commit f6a67ca31e98a353bde591789bb42a2f84d1bcc1
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sat Mar 23 22:29:01 2019 +0200

    Nuclear shells and nuclear depth charges are removed after they've exploded. Closes #1316

commit 2d7b7b9643d3640f784ba5ab8e84caf55abad6b9
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sat Mar 23 22:28:26 2019 +0200

    Option to configure when afflictions become visible with the health scanner. Closes #1310
2019-03-24 13:51:57 +02:00
Joonas Rikkonen cb6dcd469e af8a4af...8a2a718
commit 8a2a718a0544d5c1707f10b75498e528a7912726
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Mar 19 16:47:49 2019 +0200

    Only update affliction icons every 0.5 seconds (or when switching limb selection in the health interface). Otherwise afflictions can flicker rapidly when the player for example has status effects that cause an affliction's strength to fluctuate around the ShowIconThreshold. Also set the default ShowIconThreshold value to 0.05. Closes #1304
2019-03-19 16:50:15 +02:00
Joonas Rikkonen 23687fbf2f aeafa16...4d3cf73 2019-03-18 22:57:05 +02:00