Joonas Rikkonen
a8ec821382
Handcuffed AICharacters can't climb ladders
2017-08-08 21:17:43 +03:00
Joonas Rikkonen
d0a1a8413b
Fixed contained items applying status effects even if their condition is 0.0 (-> spent fuel rods can't be used in reactors anymore)
2017-08-07 19:37:19 +03:00
Joonas Rikkonen
264015346d
Clients ignore messages about attaching an item to a wall if the item is not attachable, and don't drop the the items before attaching (because it disconnects all connected wires). The spamevents debug command didn't work correctly because of this, and I'd imagine that the latter could have caused wires to drop from some attached items when joining mid-round.
2017-08-03 19:29:27 +03:00
Joonas Rikkonen
7553d63a99
Reverted 719f194 because it broke spawning items at world-space positions. Now the submarine-field of the body is simply set to match the item to make sure it gets rendered at the correct position.
2017-08-01 18:05:21 +03:00
Joonas Rikkonen
d5e2b202d1
Repair tools can be used on bodies with the CollisionLevel collision category (-> ruins can be cut again)
2017-07-31 18:00:36 +03:00
Joonas Rikkonen
719f19418c
Fixed invisible diving suits in respawn shuttles (and possible some other bugs): item constructor instantiates the physics body of the item before finding the hull the item is inside, because otherwise the submarine-field of the body won't be updated until the item moves, causing the item to be rendered at a complete wrong position.
2017-07-28 17:29:44 +03:00
Joonas Rikkonen
db05bbf4c0
Another dockingport syncing fix
2017-07-27 21:33:09 +03:00
Joonas Rikkonen
2090bbf04e
Platforms or stairs don't obstruct RepairTool raycasts (-> improperly placed platforms/stairs don't prevent fixing walls)
2017-07-27 20:15:58 +03:00
Joonas Rikkonen
c63248ee51
DockingPort syncing fix: the server didn't take into account that the IDs of the hulls created between docking ports may change during loading if another sub has an entity with the same ID. The clients would still use the old ID, which lead to syncing issues such as client-side fires inside docking ports (for example in HSE Kullervo Carrier).
2017-07-26 18:46:29 +03:00
Joonas Rikkonen
f062ca0e4d
Wire nodes are synced when a player adds a new node and when the wire is connected to something
2017-07-25 23:27:30 +03:00
Joonas Rikkonen
431e5bb9b8
Attachable items are always attached by default when adding them in the sub editor
2017-07-25 21:53:57 +03:00
Joonas Rikkonen
286c1ad950
Fixed crashing when a client clears connections of a wire (because the logging attempted to access Character.Controlled instead of the client's character), fixed the (completely broken) ConnectionPanel.ServerRead
2017-07-25 21:27:22 +03:00
Joonas Rikkonen
bf7677154b
Disabled debug logging of the loading coroutine when verbose logging isn't enabled
2017-07-23 20:11:55 +03:00
Joonas Rikkonen
56e04823f1
Logging when players attach items on walls or detach them, null exception fix in Throwable (picker is set to null in Item.Drop)
2017-07-17 23:28:46 +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
d5aa1d8b97
Selecting an item with no ItemContainer component doesn't prevent equipping/unequipping items by double clicking, added missing "gamescreen" console command
2017-07-13 23:33:53 +03:00
Joonas Rikkonen
cc9ebe9fc2
Interaction logic tweaking again:
...
- Reverted the item distance calculation change in commit c7fd681 (it made interaction way less precise, as items near the character tended to get focus even if the cursor was nowhere near them), and replaced it with:
- Aim assist considers the distance to an item to be 0.0 if the cursor is inside a trigger of the item.
- Reverted 769a012 and disabled aim assist when an item is selected. Meaning that now items don't have to be deselected before interacting with another item, but the cursor has to be directly on the other item to make accidental interaction less likely.
- Removed some redundant trigger calculations from CanInteractWith.
2017-07-13 23:32:39 +03:00
Joonas Rikkonen
935b1ff837
Console fixes, logging launched turret projectile and the items contained inside it
2017-07-11 19:29:41 +03:00
Joonas Rikkonen
59fba47f63
When the player highlights a wire in a connection panel, the physical wire and the items connected to it are highlighted. Fixes issue #16 .
2017-07-10 00:37:17 +03:00
Joonas Rikkonen
045a48cc33
Logging item throwing and which items are contained in items characters use on themselves (e.g. which meds are inside a syringe)
2017-07-09 21:52:13 +03:00
Joonas Rikkonen
e0c10860ba
Fixes to holdable items again: items can be attached outside hulls in the sub editor, but not in-game
2017-07-09 20:23:14 +03:00
Joonas Rikkonen
2598bb1bd3
Fixed attachable items becoming detachable without any tools after they've been detached once
2017-07-08 18:32:21 +03:00
Joonas Rikkonen
4e4983f0a6
If focused on both a character and an item, the one that's closer to the cursor can be interacted with (instead of characters having higher priority, because that would make it impossible to interact with items that are next to a dead/unconscious character). Selected characters can also be deselected without highlighting the character with the cursor.
...
+ extra null check in HasRequiredItems
2017-07-08 14:32:01 +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
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