Regalis
292218b9b0
WallSection flipping
2016-10-03 22:40:14 +03:00
Regalis
3ec6f008d5
Item/structure sprites flip by default
2016-10-03 16:43:03 +03:00
juanjp600
e1296e4a8e
Backported vsync changes from new-netcode, WIP hull visibility culling
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The hull culling functions are there, they just aren't being used right now because there are some annoying bugs.
2016-10-02 22:24:31 -03:00
juanjp600
75e7b3a94e
Merged branch master into combat-mission
2016-10-01 20:10:38 -03:00
juanjp600
bdcd894b83
Flipping sprites of staircases & engine
2016-10-01 16:41:16 -03:00
Regalis
0fe822c96a
Stair body + linkedsub flipping
2016-09-30 20:07:36 +03:00
Regalis
8e8a0e57f0
Cleaned up the flipping logic a bit, overridable MapEntity.FlipX method
2016-09-30 19:48:56 +03:00
Regalis
0da9f58325
Fixed physics item & wire flipping
2016-09-30 19:00:12 +03:00
juanjp600
f6b82eb095
Some progress on flipping subs
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Press crouch to flip every sub in the map, texture alignment breaks and physics items vanish, but other than that it's working.
2016-09-29 22:20:15 -03:00
Regalis
25274dd03f
Linux damageshader, fixed keyhits being registered multiple times, added LevelGenerationParams.xml to the vanilla content package
2016-09-29 19:04:45 +03:00
Regalis
86c50304dd
- saving after MainSub has been removed (i.e. saving after returning to map screen) doesn't break save files anymore
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- fixed subs getting left behind if the sub moves too far from the start/end position during the ending cinematic
- map shows which LocationConnections have been passed through
2016-09-28 19:16:50 +03:00
Regalis
c5ce3a75a2
Sp campaign map shows which locations have been visited (+ some minor visual improvements to the map)
2016-09-28 16:53:08 +03:00
juanjp600
71ebbc00d9
Merged branch master into combat-mission
2016-09-27 19:42:35 -03:00
juanjp600
e318034a1a
Remove submarines markers from radar in combat missions
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This should make the mission type a lot more fun.
2016-09-27 19:42:15 -03:00
Regalis
2bdc7441fc
Merge branch 'level-gen-overhaul'
2016-09-27 20:19:29 +03:00
Regalis
9b15d2f894
Improved background sprite placement logic: orientation of the cell edges determined by their normals instead of their position relative to the cell
2016-09-27 20:18:55 +03:00
juanjp600
344947c3c4
Search and destroy mission
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Featuring ugly code
2016-09-26 22:09:06 -03:00
Regalis
790212a20b
Merge branch 'walldamage'
2016-09-26 16:28:52 +03:00
juanjp600
d537e8795a
Replace '' (two single quotes) with \" (double quote)
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We must correct post-traumatic Blitz disorder
2016-09-24 21:26:08 -03:00
Regalis
0ba69a3472
Using nonpremultiplied alpha when drawing damaged wall sections (-> no artifacts around windows anymore), particle collision optimization
2016-09-22 18:14:16 +03:00
Regalis
721f4ff5a6
Particle system improvements:
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- particles can collide with the outer walls of the sub
- drag + waterdrag parameters
- fixed particles "twitching" when the submarine is moving fast
- submarine velocity only affects the initial velocity of the particles (i.e. accelerating the sub doesn't automatically accelerate them)
2016-09-21 19:45:20 +03:00
Regalis
5918e845ac
Progress bars that show the health of wall sections when welding/cutting
2016-09-20 18:40:30 +03:00
Regalis
f8368f464a
Walls have an additional background sprite below the destructible sprite, separate parameters for rgb and alpha lerping in the damage shader
2016-09-19 21:51:37 +03:00
Regalis
b24359464b
Wall damage shader testing (WIP)
2016-09-16 14:47:08 +03:00
Regalis
7f543c394a
More background sprites again, sprite commonness can vary between different level types
2016-09-14 19:54:03 +03:00
Regalis
eae854abbc
More background sprites (+ some sprites swing slightly, sprites are less likely to be placed in unreachable places)
2016-09-13 21:23:37 +03:00
Regalis
fa15428ed2
The entrances and exits of the levels have more variety (not always a straight vertical tunnel)
2016-09-13 18:55:20 +03:00
Regalis
c6105afc80
A separate class for parameters used by the level generator, different "level types" with configurable parameters
2016-09-12 20:48:43 +03:00
Regalis
93a3a55fb1
Oxygen isn't distributed through gaps that are underwater (-> air pockets)
2016-09-08 21:23:44 +03:00
Regalis
d884f23a72
v5.1.3: the upper border of the level is one continuous body instead of two separate bodies at the entrance and exit
2016-09-07 15:18:01 +03:00
Sebastian Broberg
400084f9e5
BackgroundCreatureManager and BackgroundSpriteManager can be overridden via Content packages
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Changed "topshaft"
2016-09-03 18:05:26 +02:00
Regalis
a0a5e2df33
v0.5.0.1 + re-enabled the black wall damage indicators, client permissions disabled
2016-08-29 23:43:08 +03:00
Regalis
0b2a5d5771
Wall sections are updated after resizing a structure
2016-08-29 17:25:17 +03:00
Sebastian Broberg
a708c4f915
Fix for broken repeating textures.
2016-08-28 23:42:41 +02:00
Sebastian Broberg
6c03b2ed3e
Merge branch 'master' into master_home
2016-08-28 22:01:19 +02:00
Sebastian Broberg
99b568b287
Flooding tweak
2016-08-28 21:54:11 +02:00
Joonas Rikkonen
c51837ef30
Merged in Headswe/barotrauma (pull request #1 )
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WIP, Walls are drawn per section instead of entire wall, thus enabling hiding parts of the wall or more advanced manipulation of sections.
2016-08-28 21:39:59 +03:00
Regalis
503883a885
Artifacts are spread out better throughout the levels
2016-08-28 20:28:24 +03:00
Sebastian Broberg
5b948908ab
Small clean up.
2016-08-28 16:07:52 +02:00
Sebastian Broberg
1729c55820
WIP, Walls are drawn per section instead of entire wall, thus enabling hiding parts of the wall or more advanced manipulation of sections.
2016-08-28 16:04:30 +02:00
Regalis
f03d3b2f61
- included wrap_oal.dll in the build (may help with the OpenAL exceptions?)
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- medics always have a high enough medical skill to fabricate any drug
- respawned characters get the same ID card tags they would've gotten if they had spawned inside the main sub
- highlighted characters glow in the dark
2016-08-22 21:06:01 +03:00
Regalis
08817090a0
Fixed docking ports leaking if multiple vessels have docked to the main sub, cargo is always spawned in the main sub
2016-08-19 20:13:24 +03:00
Regalis
6c5452570e
More sanity checks to make sure clients aren't doing something they're not allowed to:
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- AICharacter, hull, structure and submarine updates from clients are ignored
- character updates from anyone else than the client controlling the character are ignored
- players can't pick/drop items from anyone else's inventory (unless the target is unconscious/stunned/cuffed)
- server has authority over reactor temperature
2016-08-16 17:56:33 +03:00
Regalis
0602bb6154
Dockingport power wire is connected to a free wire slot instead of the last slot, submarines above the top of the level (i.e. respawn shuttle) aren't shown on sonar, underwater scooter for each respawned player
2016-08-13 21:35:52 +03:00
Regalis
19d3d793e7
Artifacts don't have to be inside the main sub when exiting, gap particle positioning bugfix, waypoints that aren't inside a hull are displayed in blue (easier to spot waypoint issues), a warning is displayed if trying to choose a shuttle as the submarine in SP, random sub selection in MP ignores shuttles
2016-08-13 18:26:40 +03:00
Regalis
7716b5e9d4
Fixed respawn shuttles with no nav terminal throwing an exception, removing focus from server log searchbar when the log window is closed, clients wait for ongoing file transfers to finish before starting a new one (instead of cancelling)
2016-08-10 19:18:50 +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
9209e093d7
Camera isn't clamped to the top of the level, but there's a black rect that hides everything above the top "wall"
2016-08-05 14:06:54 +03:00
Regalis
d55926a352
Option to choose which submarine to use as the respawn shuttle, submarines can be given "tags" (atm just shuttle and HideInMenu), separate saving window in sub editor
2016-08-05 14:06:05 +03:00
Regalis
581a7d5d9f
Highlighted items glow in the dark, health bars are hidden when health is full, usernames and health bars are drawn at full brightness
2016-07-31 19:13:08 +03:00