Regalis
adde3461ea
Merge branch 'master' into new-netcode
...
Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/Items/Components/Door.cs
Subsurface/Source/Items/Components/Power/PowerContainer.cs
Subsurface/Source/Items/Components/Signal/Wire.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Networking/ChatMessage.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Networking/GameServerLogin.cs
Subsurface/Source/Networking/GameServerSettings.cs
Subsurface/Source/Networking/NetworkMember.cs
2016-11-24 19:52:40 +02:00
Regalis
baf6a94e38
Fixed wall damage not being visible if there's only one damaged section
2016-11-24 19:15:38 +02:00
Regalis
9d1d64901a
Pathfinding fixes:
...
- determining if a character is close enough to a waypoint works now, even if the character is too short for its collider to overlap with the wp (e.g. crawlers)
- enemies can drop down from platforms
- an extra waypoint is placed at the middle of stairs to prevent characters from choosing a waypoint on a platform above the stairs as the starting point of their path
2016-11-23 22:20:44 +02:00
Regalis
9061f0e53a
Water flows more slowly through partially open gaps
2016-11-23 21:20:00 +02:00
Regalis
b773413b45
Fixed items disappearing from copypasted containers if the items have been removed from the original container, cloning links between entities
2016-11-23 20:34:41 +02:00
Regalis
e39ab10a71
Level generation fixes
2016-11-23 17:52:23 +02:00
juanjp600
7a3bce3973
Hull volume helper in editor + Character name matches client name + Better-looking Watcher light source
...
Also '' is a thing of the past, use \" instead
2016-11-20 18:47:22 -03:00
Regalis
d37bad2d44
Wire sections are updated after flipping, made the wire node list private and added public methods which ensure that sections are updated when modifying nodes
2016-11-16 18:41:32 +02:00
juanjp600
5922fc972d
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2016-11-15 22:26:46 -03:00
juanjp600
d2c17274fe
GUI elements now respect render order + some minor distance comparison optimization
2016-11-15 22:26:36 -03:00
Regalis
642a1bdd54
Disabled the "infinite walls" at the edges of the level (don't work correctly with multiple subs), the barrier at the top of the level can't be passed through when outside the borders of the level
2016-11-15 19:56:00 +02:00
Regalis
f7a9a77721
Some debug assertions to help figure out the cause for the body.FixtureList==null & GetHullsInRange crash reports
2016-11-15 19:53:25 +02:00
Regalis
335bf00890
Entity removal fixes
2016-11-14 17:52:26 +02:00
Regalis
0c9a55e9e0
- server doesn't create a new EntityEvent if there's a duplicate event waiting to be sent
...
- hull, radar, steering & pump syncing
2016-11-14 16:58:21 +02:00
Regalis
b86231170f
Fixed selectionrect becoming active when moving entities in the editor, null check in ConnectionPanel.UpdateHUD
2016-11-14 16:29:15 +02:00
Regalis
498c72c64a
Server sends ServerEntityEvents to clients, NetEntityEvents can contain an object array which will be passed to the serializable entity (now only used for ItemComponent indices)
2016-11-13 13:56:48 +02:00
Regalis
c314b37029
Some classes for syncing entity state changes. Similar to the NetworkEvents in the old netcode, but the logic is split into separate classes which prevent the server from reading updates for entities that aren't IClientSerializable.
...
todo: add NetEntityEventManagers to server & client, some logic to prevent sending events that don't need to be sent (e.g. duplicate event state updates)
2016-11-12 20:56:06 +02:00
Regalis
c2098f06f8
Removed a redundant DrawRectangle method & redundant sub visibility culling in GameScreen
2016-11-12 18:29:39 +02:00
Regalis
7fa660d38e
Wires can be cloned and moved if both items it's connected to are selected
2016-11-12 15:51:46 +02:00
Regalis
d403b38440
Hull, Gap & WayPoint cloning, equipped items are removed when switching from character mode to wiring or mode or vice versa
2016-11-12 15:44:02 +02:00
Regalis
0aa4b7a93d
Copy, paste & cut functionality in the editor
2016-11-11 17:58:14 +02:00
Regalis
e6b2919877
Items/structures can be copied by holding ctrl in the editor
2016-11-11 17:37:03 +02:00
juanjp600
0e9c20c666
Case-sensitivity checks on Windows
...
Should prevent "TigerThresher" from happening again.
2016-11-10 21:45:59 -03:00
Regalis
ac65a431a8
Merge branch 'master' into new-netcode
...
Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Items/Components/Signal/Wire.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Items/ItemInventory.cs
Subsurface/Source/Networking/GameServer.cs
2016-11-09 17:58:56 +02:00
Regalis
d017817878
Updating wire sections if the wires are moved during loading
2016-11-09 16:23:48 +02:00
Regalis
f4a942414d
More efficient culling, workaround for null exception in CombatMission.GetTeamName
2016-11-06 19:41:32 +02:00
Regalis
bddc673fed
Mapentity visibility culling based on their parent sub (-> subs outside the camera view aren't rendered)
2016-11-06 18:59:05 +02:00
Regalis
92985f3ed9
Position updates not sent for subs docked to the second main sub
2016-11-06 16:56:05 +02:00
juanjp600
f0acf69065
Merge remote-tracking branch 'barotrauma/master' into new-netcode
...
# Conflicts:
# Subsurface/Properties/AssemblyInfo.cs
# Subsurface/Source/Characters/AI/EnemyAIController.cs
# Subsurface/Source/Characters/AICharacter.cs
# Subsurface/Source/Characters/Character.cs
# Subsurface/Source/Items/Components/Signal/Connection.cs
# Subsurface/Source/Items/Item.cs
# Subsurface/Source/Map/Structure.cs
# Subsurface/Source/Networking/GameClient.cs
# Subsurface/Source/Networking/GameServer.cs
# Subsurface/Source/Screens/NetLobbyScreen.cs
2016-11-05 18:18:20 -03:00
juanjp600
35dafc4792
Merge remote-tracking branch 'barotrauma/master' into new-netcode
...
# Conflicts:
# Subsurface/Source/Characters/Character.cs
# Subsurface/Source/Items/Components/Machines/Steering.cs
# Subsurface/Source/Map/Structure.cs
# Subsurface/Source/Networking/GameClient.cs
# Subsurface/Source/Networking/GameServer.cs
2016-11-05 18:09:44 -03:00
Regalis
a32198ff80
v0.5.3.1
2016-11-04 16:27:53 +02:00
Regalis
c3b3d57b57
Fixed brainfart, asserting that structure and wallsection rects have non-negative dimensions
2016-11-03 19:09:14 +02:00
Regalis
505b4f5f1a
The sprites of structures with no body are flipped correctly
2016-11-03 18:24:03 +02:00
Regalis
19683e749d
Waypoint generation fix (submarine collider is ignored when doing visibility checks), regenerated waypoints in vanilla subs
2016-11-01 19:06:33 +02:00
Regalis
1b818b6422
Fixed timestep logic is disabled during loading (less choppy loading screens & no pause at the start of the game), damageable structures visible in LOS again, footstep sound tweaking
2016-11-01 19:05:09 +02:00
Regalis
eb2c51c2f1
Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method)
2016-10-31 20:50:20 +02:00
Regalis
5cc605bc01
Dust particles are drawn in the same batch as the background sprites (-> far-away particles are rendered behind the sprites), limiting character name length in the crew info menu, the "submarine not found in your folder" -tooltip is updated after downloading a sub file
2016-10-29 15:38:40 +03:00
Regalis
48c07cfce5
- doors aren't ignored when checking visibility during waypoint generation or when finding a starting node for a path
...
- AICharacter will mark their path unreachable if their path is blocked by a door they cant open (may happen if someone closes the door after calculating the path)
- fixed exception when creating a Steering component when there's no active GameSession (i.e. in the editor)
2016-10-27 21:18:45 +03:00
Regalis
0422beebde
Small optimization: structures that haven't taken damage aren't rendered using the damage shader
2016-10-27 19:39:07 +03:00
Regalis
2f3d3ba9ea
LOS color is based on ambient light, added a parallax effect to background particles
2016-10-27 19:25:15 +03:00
Regalis
6f9160e4a7
Removing & spawning entities in the same order as the server, EntitySpawner does both removing and spawning
2016-10-26 16:44:59 +03:00
Regalis
df9f89e383
Submarine position syncing
2016-10-25 20:50:47 +03:00
Regalis
62dd055e8d
Merge branch 'master' into animcontroller-overhaul
...
Conflicts:
Subsurface/Content/Characters/Crawler/crawler.xml
Subsurface/Source/Characters/AICharacter.cs
Subsurface/Source/Characters/Animation/FishAnimController.cs
Subsurface/Source/Characters/Animation/Ragdoll.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/Map/Submarine.cs
Subsurface/Source/Map/SubmarineBody.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Physics/PhysicsBody.cs
2016-10-25 20:09:25 +03:00
Regalis
07f8c966ab
Submarine position is synced using the same logic as the characters, AICharacter position syncing
2016-10-25 19:01:19 +03:00
Regalis
ac8edb5b2a
Fixed monster/artifact events being out of sync between the server and the clients
2016-10-25 18:58:56 +03:00
Regalis
c33a4ba5e5
AmbientLightHulls optimization (only spread to adjacent hulls once, not once per every gap between the hulls)
2016-10-25 15:40:19 +03:00
Regalis
641e579e92
Backported animcontroller-overhaul
2016-10-22 15:18:16 +03:00
Regalis
92b61ee816
Merge branch 'master' into animcontroller-overhaul
2016-10-19 21:15:44 +03:00
Regalis
8cb9450217
CaveGenerator doesn't attempt to create triangles whose area is too small for Farseer to handle
2016-10-19 16:55:16 +03:00
Regalis
9fed308705
InGame update messages include a timestamp which is passed to the ClientRead methods
...
Now only used in character position syncing, but some other entities may also have an use for it (e.g. discarding outdated data)
2016-10-18 19:04:32 +03:00