Commit Graph

13 Commits

Author SHA1 Message Date
Joonas Rikkonen 142920d704 - Added sprites for damaged doors.
- Fixed destroyed doors being impossible to repair because the repair tool raycasts wouldn't hit the disabled body of the door.
- Destroyed doors don't cast shadows and the body isn't re-enabled until the door is restored to 50% health.
2017-10-12 19:45:49 +03:00
Joonas Rikkonen a740bf9a56 Added oscillators (a signal component that sends out a periodic pulse, sine wave or a square wave) 2017-10-04 20:18:01 +03:00
Joonas Rikkonen 6c7c97a875 Replaced the placeholder C4, detonator & grenade sprites 2017-09-28 19:00:59 +03:00
Joonas Rikkonen 1311a286f5 Added battery recharge docks, moved applying OnActive statuseffects to the Powered itemcomponent, removed smoke particles from stun baton hit effect 2017-09-03 16:57:32 +03:00
Joonas Rikkonen c7ae91da42 Added "state_out" connections to relay components 2017-08-31 16:45:04 +03:00
Joonas Rikkonen 4bdbf05875 - The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
- StatusEffect sounds are configured as child elements of the StatusEffect (instead of attributes).
- Background sprites can emit sounds.
2017-08-24 19:56:31 +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 d4b58e16b9 Fire & explosion decals 2017-07-08 18:30:07 +03:00
Joonas Rikkonen c7fd6818a4 Some tweaking to the item interaction logic:
- FindItemAtPosition uses the distance calculated in CanInteractWith to determine how close an item is to the character. Otherwise very large items (such as ladders) wouldn't be possible to select with aim assist unless the player happens to be holding the cursor close to the center of the item.
- The hull-parameter is taken into account in FindItemAtPosition.
- Characters are considered to be inside a trigger if either their lower or upper body is inside it.
- Added triggers to engines because they are often placed partially inside a wall, making it impossible to rewire them if the center is not inside the sub.
2017-07-05 20:15:02 +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 9b054ebd50 Added an artifact that attracts creatures, item max health can be changed & items can be made indestructible 2017-07-04 22:10:30 +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