Commit Graph

29 Commits

Author SHA1 Message Date
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 1ff2054ca8 Converted the GetAttribute methods in the ToolBox class to extension methods 2017-10-04 18:38:40 +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 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 63bca3c7ea Syncing campaign state & save files with clients (WIP) 2017-09-11 21:32:48 +03:00
Joonas Rikkonen 3feee93c53 Campaign saving fixes 2017-09-03 13:08:10 +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 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 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 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 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 4a460ff150 - The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub.
- ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
2017-08-20 19:05:25 +03:00
Joonas Rikkonen 9c372137bd Added randomly generated ocean floors. Atm the bottom is too deep to reach in most levels and there's not much to explore down there, but the plan is to have some levels where the bottom or some of the bottom formations are reachable (because we need hydrothermal vents!).
Ice walls also use vertex colors now, could be used to add some cosmetic variety to the levels.
2017-08-15 19:20:21 +03:00
Joonas Rikkonen 4d40f5d483 Submarines, items and characters that reach a depth of 300,000 units (~4000 m) are automatically disabled. Avoids the unnecessary cost of updating entities that are way too deep to be reached by anyone. 2017-08-13 20:00:18 +03:00
Joonas Rikkonen aaea8bc709 Dedicated servers can use autorestart 2017-07-24 21:21:00 +03:00
Joonas Rikkonen 575b643c62 Added "user" parameter to Inventory.PutItem and Inventory.TryPutItem. + More descriptive wiring logging: the logs don't list all the wires in a connectionpanel but only the changes a player does to the wiring. Disconnecting wires by picking them up and wiring done by the host are also logged now. 2017-07-17 23:27:31 +03:00
Joonas Rikkonen bf5a0746ad Merge branch 'master' of https://github.com/Faerdan/Barotrauma into Faerdan-master
Conflicts:
	Barotrauma/BarotraumaClient/Source/Map/MapEntity.cs
	Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs
	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
	Barotrauma/BarotraumaShared/Source/Items/Item.cs
2017-07-05 19:32:34 +03:00
Joonas Rikkonen 64ad5e5003 Removed unnecessary using directives 2017-07-05 18:35:09 +03:00
Joonas Rikkonen da71b6bf9c Option to supply a reason for banning/kicking, logic for handling question prompts in the debug console 2017-07-02 15:25:55 +03:00
Joonas Rikkonen e15f5a881b Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
Conflicts:
	Barotrauma/Barotrauma.csproj
	Barotrauma/BarotraumaShared/Source/Characters/AI/AIController.cs
	Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs
	Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs
	Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs
	Barotrauma/BarotraumaShared/Source/Characters/Attack.cs
	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
	Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs
	Barotrauma/BarotraumaShared/Source/Characters/Limb.cs
	Barotrauma/BarotraumaShared/Source/Events/MonsterEvent.cs
	Barotrauma/BarotraumaShared/Source/Map/Explosion.cs
2017-06-30 21:02:52 +03:00
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00