Joonas Rikkonen
72ecba8e5b
Fixed message fragmentation issues caused by initial lobby syncing. The size of the initial message exceeds MTU if the host has a large number of subs, and apparently Lidgren doesn't attempt to handle fragmenting by default when sending the messages with the unreliable delivery method. Now the initial syncing message is sent only once with the reliable delivery method which should be able to handle fragmented messages.
2017-06-04 19:56:57 +03:00
Joonas Rikkonen
55cb56da59
Server ends the round if all characters are either dead or unconscious when autorestart is on (instead of waiting for everyone to be dead)
2017-06-04 18:04:37 +03:00
Joonas Rikkonen
24424cfb51
IP address is logged in all login error messages and the errors are logged to both the debug console and the server log
2017-06-04 17:55:11 +03:00
Joonas Rikkonen
0864505fda
Skill level syncing isn't dependent on the order of a character's skills. The skills are sorted in a descending order based on the skill level, which may cause the order to differ between the server and the clients after the initial random skill levels have been assigned.
2017-06-04 16:21:58 +03:00
Regalis
ce69e155fd
Fixed GUITickBoxes appearing unchecked if they're set to the checked state when interaction with the box has been disabled (or vice versa)
2017-06-04 16:03:41 +03:00
Regalis
1ec3961fad
Merge branch 'master' of https://github.com/Regalis11/barotrauma
2017-06-04 15:01:23 +03:00
Regalis
94c6a8ea1b
Renamed project folders from Subsurface to Barotrauma
2017-06-04 15:00:53 +03:00
Joonas Rikkonen
3ec108b3f7
Added readme.md
2017-06-04 14:50:25 +03:00
Regalis
ad03c8bf0d
EULA + readme update
2017-06-04 14:48:15 +03:00
Regalis
a0c23f8e94
v0.6.0.1
2017-06-04 14:10:17 +03:00
Regalis
466c7cb59d
Servers report their game version and selected content package when registering to master server (not displayed anywhere atm but might be good to have the info available for future usage)
2017-06-03 19:40:12 +03:00
Regalis
96c425414c
Server and EntityEventManager debug logging can be enabled in release builds by enabling verbose logging, DebugConsole.ThrowError logs stacktraces
2017-06-03 19:01:39 +03:00
Regalis
1f8460e8ad
GameMain throws an exception immediately if loading the game fails (instead of closing the loading screen and waiting for the inevitable crash)
2017-06-03 18:21:56 +03:00
Regalis
f5d8669da3
Clients wait until both teams have characters in them before they start to update CombatMissions. Character spawn messages aren't guaranteed to arrive at the same frame, so it's possible for one team to be empty at the start of the round, causing the clients to think the other team already won.
2017-06-03 18:12:25 +03:00
Regalis
2b27755b61
Team ID assignment fixes:
...
- Clients are assigned to team 1 in sandbox mode (because the host is also in team 1).
- Respawning characters are always assigned to team 1 (otherwise mid-round joining clients would end up in team 0 because the team assignment is done when the round starts)
2017-06-03 18:08:47 +03:00
Regalis
fe81355039
Fixed crashing if attempting to send radio messages without a radio in the inventory (Undertow Games - first-rate QA since 2014)
2017-06-03 16:32:44 +03:00
Regalis
6aae2f0ae9
- Job assignment fix: characters that are in a different team don't add to the assigned job count.
...
- If a client doesn't enter the game within 30 seconds of starting the game, their character is automatically killed (otherwise the character would stay in-game in the disabled state indefinitely).
- Clients don't update CombatMissions if neither team has any characters (the clients may not have received messages about the characters spawning yet, which would cause them to show the "team dead" message immediately when the round starts).
2017-06-02 21:54:20 +03:00
Regalis
0e5cfbb579
Reactor autotemp is logged
2017-06-02 17:25:42 +03:00
Regalis
70e862e92f
- both clients and server limit the number of chat messages written per packet
...
- added an error message if MTU is exceeded
- if the server disconnects a client while reading a message from them, the rest of the message is ignored
2017-06-01 22:07:01 +03:00
Regalis
a07f2c8346
Spam filter tweaking: ChatSpamSpeed increases even if messages aren't similar, clients can get kicked out if they keep sending messages after they've been muted
2017-06-01 22:00:55 +03:00
Regalis
9adb3fd8fa
Disabled a leftover entityevent debug message
2017-06-01 19:52:02 +03:00
Regalis
ff322bd7a2
Fixed "component doesn't have a GUIFrame" errors when selecting an artifact holder (or any other selectable item with non-selectable components)
2017-06-01 19:38:20 +03:00
Regalis
5455af24d7
Readded spam filter
2017-06-01 19:37:08 +03:00
Regalis
6cc4f7c575
v0.6.0.0
2017-05-31 19:38:39 +03:00
Regalis
8d78e1743b
WallAttackPos isn't reset when updating EnemyAIController targets if the target doesn't change
2017-05-31 17:46:05 +03:00
Regalis
87788b449e
Disabled EntityEvent debug messages from release builds
2017-05-30 19:47:29 +03:00
Regalis
4c7a3b34fe
Console commands can be used on characters whose name is a number (FindMatchingCharacter method interpreted the name parameter as an index)
2017-05-30 19:26:12 +03:00
Regalis
4651e666bf
All Powered components of an item are taken into account in grid power/load calculations, not just the first one
2017-05-30 17:04:14 +03:00
Regalis
7910b13120
Hulls, gaps, structures & waypoints implement ShallowRemove (= a method that's used to remove entities without severing links between them when copypasting).
...
Copied waypoints used to stay in the waypoint list, causing an exception to be thrown in PathFinder.GenerateNodes due to duplicate IDs.
2017-05-29 19:49:58 +03:00
Regalis
9281795866
Null reference fixes
2017-05-29 18:41:56 +03:00
Regalis
52daeea109
Fixed limb lightsource flipping (or actually disabled flipping altogether and just made the lightsource follow the rotation of the limb)
2017-05-29 18:41:36 +03:00
Regalis
4a94f12c8b
Item list is manually cleared if there are items left after unloading a sub.
...
The "ItemList.Count == 0" assertion failed during one of the testing sessions. No idea why or how to reproduce it, but I hope this will do as a workaround until we figure out the actual cause.
2017-05-29 17:59:24 +03:00
Regalis
33b3e5374b
Fixed a null exception if the server log UI hasn't been opened and the max number of lines is reached
2017-05-29 17:15:26 +03:00
Regalis
b81ab4a480
Fixed a null exception in AIObjectiveFindSafety
2017-05-29 17:09:15 +03:00
Regalis
744e2bd031
Fixed characters walking slightly above the floor
2017-05-28 22:37:24 +03:00
Regalis
dc80ee810c
Separate servelog message type for inventory usage
2017-05-28 22:36:55 +03:00
Regalis
b7518fa812
Item connections are cached in the Item constructor instead of OnMapLoaded (-> buttons created mid-round work now)
2017-05-26 20:03:38 +03:00
Regalis
09785184b3
Speech bubbles aren't shown above dead characters
2017-05-26 19:43:55 +03:00
Regalis
9a7a4e22fb
Charybdis collider fix
2017-05-25 18:27:57 +03:00
Regalis
c40c3a1a98
Clients don't modify the colors of the texts in the netlobby sub list, only their alpha
2017-05-25 18:27:47 +03:00
Regalis
44349b97b0
Fixed a null exception when a dragged character is removed
2017-05-25 17:05:28 +03:00
Regalis
6223861f7a
Fixed clients' characters deselecting items when a status networkevent is received from the server
2017-05-24 19:27:51 +03:00
Regalis
d6c700b535
Spawning extra cargo
2017-05-24 18:43:21 +03:00
Regalis
8b4b35e84b
Changelog update, stuff
2017-05-24 17:38:26 +03:00
Regalis
4d0a6677e9
Server notifies clients when an OnFire statuseffect causes an item to break (-> clients can see oxygen/fuel tanks exploding again)
2017-05-24 17:30:20 +03:00
Regalis
3183c9fb03
Sounds can take over an audio channel that's playing at a lower volume if no free channels are found
2017-05-23 20:02:46 +03:00
Regalis
c2b6632877
Server sends position updates for items when their sleep state changes, removed some redundancies from item update methods
2017-05-23 18:45:59 +03:00
Regalis
b6a62eebae
Item selection syncing fix
2017-05-23 17:36:45 +03:00
Regalis
c049f2052e
Heal & revive commands can be used on clients' characters
2017-05-22 20:30:51 +03:00
Regalis
93940ff5a8
- AI crew can avoid firesources in nearby hulls, not just the one they're currently inside
...
- fixed fires, oxygen and water level not being taken into account in path cost calculations
- particle collision fix
2017-05-20 17:11:45 +03:00