Commit Graph

387 Commits

Author SHA1 Message Date
Regalis
9e16542b13 Replaced the arrows in server lobby buttons with images, made GUIImages rotatable (todo: make them align correctly when rotated/scaled), fixed the size of the sub save warning messagebox 2017-02-27 22:28:10 +02:00
Regalis
b8c3b9c29f - sub editor shows a warning upon saving if there are entities way outside the sub
- warnings are shown in a GUIMessageBox instead of the debug console
- added a submarine indicator to the editor
2017-02-24 00:01:46 +02:00
Regalis
1ea3044fd6 Firesource sound fix 2017-02-13 21:12:15 +02:00
Regalis
5871faa2dd Added a few new console commands: disablehud, lockx & locky (disables submarine movement on the respective axis), followsub (toggles whether the camera moves with the subs) 2017-02-13 16:23:28 +02:00
Regalis
9a69126b1c Fixed OnMapLoaded not being called on MapEntities that don't belong to any sub (due to this, gaps weren't created on doors in alien ruins until the game starts running, which occasionally caused entity ID mismatches between clients and the server), changelog update 2016-12-31 13:26:50 +02:00
Regalis
c01ac33e1d Option to configure damage sounds for structures with a specific tag, some new sounds 2016-12-21 00:07:25 +02:00
Regalis
32c7edba1c Explosion damage calculations take the size of the limbs into account (e.g. it's possible to damage endworms with explosives that have a damage radius less than 600) 2016-12-20 19:28:25 +02:00
Regalis
dd46ce1d98 Adjusting submarine spawnposition if the sub (or any docked subs) intersect with walls 2016-12-20 16:11:47 +02:00
Regalis
311f388358 Limbs with no sprite don't cause the game to crash anymore, lightsources attached to a limb are drawn at the interpolated position (= DrawPosition) of the limb, lightTexture origin is flipped on the X-axis when parent limb flips 2016-12-17 14:24:54 +02:00
Regalis
d7ed27381f List of linkable subs in the editor is refreshed after saving a new sub 2016-12-14 17:00:09 +02:00
Regalis
a2f19a3b16 The size of the docked subs is taken into account when generating the level 2016-12-13 23:21:47 +02:00
Regalis
2ef7c2f996 Preventing ruins from spanning above the top of the level 2016-12-13 23:14:41 +02:00
Regalis
40c28a11de Docked subs are forced to correct positions during loading and the docking is "locked" (subs won't get stuck inside each other even if the linked sub is placed incorrectly in the editor) 2016-12-13 23:12:56 +02:00
Regalis
6a189c6ec4 Fix for "collection was modified" exceptions when removing entities using delete or Ctrl+X 2016-12-12 15:01:50 +02:00
Regalis
f9ea876edf - sub list in the main menu is refreshed when MainMenuScreen is selected (-> downloaded and newly created subs appear in the list)
- fixed "editing menu" not disappearing after an entity is removed in the editor
- debugconsole textbox is automatically selected when opening the console
- clearing the current gamesession if returning to main menu using the console
2016-12-12 14:49:16 +02:00
Regalis
fdf99cddcb Replaced the solid black color inside wall cells with an ice texture, background ice textures loop better 2016-12-11 21:41:24 +02:00
Regalis
fada49d277 Level generation fix: voronoiCell collision is disabled if any of it's edges intersects with any part of an alien ruin
+ SalvageMission attempts to place artifacts in artifact holders
2016-12-01 16:14:24 +02:00
Regalis
a2442bfcb8 Simple MapEntity visibility culling (structures outside the camera view or items with nothing to render aren't drawn)
Could be optimized further, but already gives a pretty nice performance boost
2016-11-30 21:09:11 +02:00
Regalis
2e2c206d5f ID-based hull & gap depth sorting 2016-11-29 19:21:46 +02:00
Regalis
0b03b78606 Entities that are behind other entities can be selected using a listbox that appears when hovering the cursor over them, itemcomponent GUIFrames aren't added to GUIUpdateList in sub editor (unless in character mode) 2016-11-29 17:30:13 +02:00
Regalis
d035d3bfb2 Structure depth sorting based on ID (overlapping structures don't "flicker" on top of each other) 2016-11-28 17:50:38 +02:00
Regalis
5779de0e17 Fixed null exception when copypasting entities that can't be linked (e.g. walls), aligning pasted entities to the "world grid" 2016-11-28 16:14:50 +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
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
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
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
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