Joonas Rikkonen
43ceb208ef
Fixed round summary displaying the name of the starting location even if the player has reached the destination
2018-01-10 16:35:41 +02:00
Joonas Rikkonen
d9fb5960e0
Fixed subinventory slots of equipped items going outside the screen if the item has too many slots (e.g. metal crates)
2018-01-10 16:24:03 +02:00
Joonas Rikkonen
7bbab35a0b
Configured cargo containers for items, metal crates can be deconstructed, spears can be contained inside metal crates
2018-01-10 15:57:22 +02:00
Joonas Rikkonen
9f58d1b74d
Cargo items can be set to spawn inside specific types of containers instead of being scattered on the cargo room floor.
2018-01-10 15:56:11 +02:00
Joonas Rikkonen
0f23635f49
Fixed items disappearing client-side when the physics body of the item goes to sleep.
2018-01-10 15:14:25 +02:00
Joonas Rikkonen
f9500fa6e1
Fixed monster spawn & extra cargo settings being impossible to select due to the menus being outside of their parent GUIComponent
2018-01-10 14:21:37 +02:00
Joonas Rikkonen
37217db7cb
Fixed GUIListBox background frame not moving when the listbox is moved (dropdowns inside listboxes work correctly now), opening the "add submarine" dropdown menu in sub editor deselects all entities to prevent the entity editing panel from overlapping with the dropdown.
2018-01-10 12:24:30 +02:00
Joonas Rikkonen
5f2227489b
Reactor temperature has to stay above the meltdown temperature for 30 seconds before it explodes. The reactors now also have an output connection that sends out a signal when the temperature is critical. + Added reactor meltdown warning sirens & lights to vanilla subs. Closes #157
2018-01-10 00:33:21 +02:00
Joonas Rikkonen
d1bb33be78
Cutting/repairing holes in walls is logged, fixed gaps emitting drip particles even if there's no water in either hull. Closes #139
2018-01-09 19:50:55 +02:00
Joonas Rikkonen
6fff303d30
Removed inlined out variables from PropertyConditional. Didn't realize this was a C# 7 only feature.
2018-01-09 18:26:34 +02:00
Joonas Rikkonen
3956785032
Moved PropertyConditional match checking & status effect cancelling from the StatusEffect class to PropertyConditional.
2018-01-09 16:42:11 +02:00
Joonas Rikkonen
0671dba1b4
Changed PropertyConditional operators from strings to enums
2018-01-09 16:18:05 +02:00
Joonas Rikkonen
e21959d0a2
Some PropertyConditional refactoring & fixes:
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- Changed the "attribute" field from a string to a more descriptively named enum (TODO: do the same for the operators).
- Changed the "value" field from an object to a string because the value is always a string anyway (might want to make it an object that holds the actual value we're comparing against so there's no need to do any parsing in the Matches method).
- Fixed "!=" operator checking for equality.
- Removed unnecessary property value getting from the Matches method (reflection ain't cheap!)
2018-01-09 16:10:07 +02:00
Joonas Rikkonen
c502d9545c
Moved StatusEffect related classes to their own folder and PropertyConditional to its own file.
2018-01-09 16:09:59 +02:00
Joonas Rikkonen
18ae9d7820
Base ItemComponents can apply OnUse statuseffects, grenades can be placed in detonators. Closes #113
2018-01-09 14:55:16 +02:00
Joonas Rikkonen
c2e3f60641
SerializableEntityEditor displays color values as 0 - 255 instead of 0.0f - 1.0f
2018-01-09 14:28:34 +02:00
Joonas Rikkonen
85d76989c9
Tweaked structure gap logic to make smaller leaks more common. Walls now start leaking after taking >10% damage, and initially only emit smaller "drip particles".
2018-01-09 14:24:15 +02:00
Joonas Rikkonen
6a3a4efba6
Option to display lighting in sub editor
2018-01-09 12:27:42 +02:00
Joonas Rikkonen
55e96b315f
Fixed compiler error in Limb.cs
2018-01-09 12:27:09 +02:00
Joonas Rikkonen
855891704d
Reverted sound loading changes in 2cb0ee73. I don't think sharing the same Sound objects is necessary, because Sounds using the same audio clip already share the same OggSound object which holds the actual audio data. Also I think these changes would cause removing a sound to break other sounds sharing the same audio clip.
2018-01-09 12:16:17 +02:00
Joonas Rikkonen
4b1b6b6927
Merge pull request #188 from Crystalwarrior/moStuff
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Motion detectors, ducts, more chem effects and chems, fabricator/deconstructor overhaul, more footsteps, clown hitsounds...
2018-01-09 12:11:15 +02:00
Joonas Rikkonen
662ead0bb4
ToggleHUD console command hides the mp chat box. Closes #208
2018-01-09 11:19:21 +02:00
Joonas Rikkonen
ac704cdaae
Mouse clicks have to be <10 pixels apart to be considered a double click. Closes #170
2018-01-09 11:07:37 +02:00
Joonas Rikkonen
7187c277e7
Merge branch 'master' into moStuff
2018-01-09 10:38:06 +02:00
juanjp600
093fb12d0b
Fixed typo
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How'd I even do this
2018-01-08 18:47:55 -03:00
juanjp600
539845665a
Made further accuracy improvements to the timing of the dedicated server
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TODO: make the dedicated server load all of the settings from
serversettings.xml
2018-01-08 18:11:07 -03:00
Joonas Rikkonen
1aa654a5a3
Severed joints can't be severed again (fixes severed limbs constantly emitting gore particles at the clients' side due to the constant status update messages)
2018-01-08 16:35:53 +02:00
Joonas Rikkonen
57e189ee65
Fixed GUITextBoxes being selectable outside their MouseRect (e.g. outside the visible area of a listbox). Closes #220
2018-01-08 15:51:58 +02:00
Joonas Rikkonen
78e0647ed3
Fixed submarine & location names not being replaced in the round summary popup
2018-01-08 15:37:22 +02:00
Joonas Rikkonen
778b1a78ad
Fixed sub editor crashing when attempting to use illegal characters in the filename. Closes #207
2018-01-08 15:37:01 +02:00
juanjp600
32deb06e51
Fixed crowbar.ogg case-sensitivity errors
2018-01-05 11:07:44 -03:00
Joonas Rikkonen
6f7ca86299
Merge branch 'master' of https://github.com/Regalis11/Barotrauma
2018-01-01 15:05:22 +02:00
Joonas Rikkonen
78c13ddb42
Wire selection fixes:
...
- Fixed MathUtils.LineToPointDistance returning NaN if both points of the line are at the same position, preventing from selecting some wire nodes in the wiring mode.
- Added an indicator that shows when a node is highlighted.
- Wire nodes a higher preference for being highlighted than wire sections. Makes it easier to select nodes that are on top of another wire.
Closes #215
2018-01-01 15:04:53 +02:00
Joonas Rikkonen
79f3f04c3b
Fixed Steering components never setting their currPowerConsumption field above zero, making them cause zero load on the electrical grid.
2018-01-01 15:00:12 +02:00
Joonas Rikkonen
99391f68b2
StatusHUD only shows the status of the visible character that the cursor is closest to to prevent multiple characters from cluttering the screen. Closes #185
2018-01-01 14:59:51 +02:00
Joonas Rikkonen
bb987676ca
Improved PowerTransfer logic. The PowerTransfer components cache all the connections that are connected to the item (directly or via another item) and only recalculate them when changes are done to the wiring. Signals received by the PowerTransfer component are relayed directly to the recipients instead of stepping through all the wires and junction boxes in between.
...
Fixes stack overflow exceptions caused by signals looping between junction boxes and improves performance because the layout of the power grid doesn't have to be calculated every frame and the wire connections don't have to be rechecked when sending a signal. Closes #222
2018-01-01 14:59:40 +02:00
Juan Pablo Arce
c2e2f0ca8d
Fixed damageshader color parameter being optimized out
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color is a parameter for the main function
2017-12-31 19:19:34 -03:00
Juan Pablo Arce
fa09aaa57c
Fixed damageshader color parameter being optimized out
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color is a parameter for the main function
2017-12-31 19:15:52 -03:00
Juan Pablo Arce
5c2872c1e1
Separate versions of each shader are now more easily available for compilation
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TODO: write up some way to share shader code and use platform-specific features
2017-12-31 19:04:04 -03:00
Juan Pablo Arce
959e5dfed1
Merge branch 'master' of https://github.com/Regalis11/Barotrauma
2017-12-31 17:45:12 -03:00
Juan Pablo Arce
904052390c
Fixed LOS effect on Windows, fixed SharpDX reference, rebuilt damageshader_opengl
2017-12-31 17:45:05 -03:00
Joonas Rikkonen
c77c598cb6
Fixed items being dropped when attempting to place them in an itemcontainer slot that's on a normal inventory slot. Closes #200
2017-12-31 01:59:49 +02:00
Joonas Rikkonen
7d2b701784
GUIMessageBox text overflow fix: the padding of the GUIFrame is taken into account when determining the height of the text, and the messagebox is always automatically resized if the height parameter is not given.
2017-12-30 18:32:27 +02:00
Joonas Rikkonen
343895d776
Console command arguments can be autocompleted by hitting tab. Closes #162
2017-12-30 18:30:55 +02:00
Alex Noir
31350698bf
denerfied the clown
2017-12-30 16:01:02 +03:00
Alex Noir
ea3b1b1c7a
there's supposed to be 4 clown sounds aaaaaa
2017-12-30 15:30:52 +03:00
Alex Noir
9f727ddbaf
Add Morbusanide recipe
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Make usecondition default to true so items aren't wasted
2017-12-30 14:53:26 +03:00
Alex Noir
32a2b38112
Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
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Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
2017-12-30 13:46:59 +03:00
Joonas Rikkonen
65d6071378
Fixed damageshader ignoring sprite colors. Closes #212
2017-12-30 04:51:39 +02:00
Joonas Rikkonen
6777a039d5
Characters receive damage when crushed between a sub and the level and are gibbed if the impact is hard enough. Closes #186
2017-12-30 02:17:08 +02:00