Commit Graph

4632 Commits

Author SHA1 Message Date
Alex Noir 1e5b25bd1a Merge branch 'master' into moRags 2017-12-17 22:41:45 +03:00
Joonas Rikkonen 62bb5119ab Merge branch 'master' into coolthings 2017-12-17 21:11:42 +02:00
Joonas Rikkonen a5d6da31a4 Holdable items can be held in any limb slot, not just hands. + Characters can hold a flashlight in their mouth. 2017-12-17 20:42:31 +02:00
Alex Noir 041d1112b8 Added a timer to the raycasts so it's not screwing over performance too hard 2017-12-17 21:35:19 +03:00
Joonas Rikkonen e35fe18662 Carrier's "dummy limb" with a light source cannot be severed. Closes #154 2017-12-17 19:33:53 +02:00
Alex Noir 714b52dce8 Fixed several sound-related issues that have been bothering me for ages, e.g.
* Sounds not playing when the structure is fully destroyed
* Glass windows using wrong sound effects
* Only one glassBreak sound was used despite there being 3
2017-12-17 18:05:05 +03:00
Alex Noir 0eacbce313 Tweaked crowbar to be a powerful two-handed weapon instead 2017-12-17 16:32:25 +03:00
Alex Noir 6b8bd59656 Let mechanics spawn with crowbars 2017-12-17 15:52:48 +03:00
Alex Noir a620b06831 Play a loud sound when the door is crowbarred open so everyone is alerted! (Security should know when someonoe is breaking into places without ID card)
TODO: use bump.ogg when wrenching/crowbarring is initiated
2017-12-17 15:49:16 +03:00
Alex Noir 4f7c805a9c Hide character names/health/etc. if you can't see their head or it doesn't exist.
TODO: use Line of Sight instead of CheckVisibility
2017-12-17 15:17:15 +03:00
Alex Noir d5e409bfff Increase muffling effects with obstruction for spoken speech (barely affects radio chat and wifi components, however it does add extra 100f range to the distance)
Decreased required muffling to 0.3f
Added an "obstructionmult" to intensify speaking obstruction effects
2017-12-17 14:55:35 +03:00
Alex Noir 828bde6f04 Make flashlight's idle holding position similar to that of oxygen/welding tanks so you can still use them unaimed 2017-12-17 14:18:30 +03:00
Alex Noir 0ce9acb76a fix things 2017-12-16 21:45:30 +03:00
Alex Noir 8ab97af456 Allow sub makers to alter the ID Card's description property on spawn points 2017-12-16 21:30:18 +03:00
Alex Noir 9a91480256 Expose Description to Sub Editor so you can do things like create spare ID cards or w/e 2017-12-16 21:09:02 +03:00
Alex Noir af53449d2d Update the size of tools.png to 64x128 as according to juanjp600, powers of two for sizes are more efficient due to memory alignment or something. 2017-12-16 20:38:27 +03:00
Alex Noir bdeb3a19fd Updated server logs so admins can see disguised persons
clientist should also display stuff
TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
2017-12-16 20:24:24 +03:00
Alex Noir bd646fb23e Implements identity system! If your mask hides your face (e.g. oxygen mask, clown mask and diving suit), the game will either use the name of the ID card owner in your ID card slot or will give you a "?" name.
This only affects "DisplayName". The reason why I can't completely override the .Name for the client from server is due to how crew manifest and CharacterInfo classes are handled - it would require a major rework of many Character-related systems and interactions to truly make this "hack-proof".
Server hosts will have to stay on their toes I guess.
2017-12-16 19:52:25 +03:00
Alex Noir eb92242a8c Port over changes from https://github.com/Regalis11/Barotrauma/pull/163/commits/9ad9a65f1e051f2e60f88b3de5b12d2f2dc84674 2017-12-16 17:26:54 +03:00
juanjp600 1cb39f7fd5 Fixed some inconsistencies and oddities in physics-handling code
I'm not sure if this fixes or breaks anything, but it's worth a shot.
2017-12-15 18:11:00 -03:00
juanjp600 9ad9a65f1e If a saved ItemComponent doesn't define required items, the ones defined by the item prefab are used instead 2017-12-15 16:15:31 -03:00
juanjp600 b966b38485 Merge branch 'master' of http://github.com/juanjp600/Barotrauma 2017-12-15 15:03:19 -03:00
juanjp600 5f5efa7a36 Fixed GUIComponent rects blocking input in the sub editor + Added Windows preprocessor directives 2017-12-15 15:02:40 -03:00
Juan Pablo Arce a52fac79ce Update README.md 2017-12-15 11:58:07 -03:00
juanjp600 587040483d Reenabled debugging symbols + Fixed building dedicated server on Linux 2017-12-15 11:40:42 -03:00
juanjp600 11cedf9372 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2017-12-15 11:29:10 -03:00
juanjp600 c203ece2cb FPS counter can be enabled separately from DebugDraw 2017-12-15 11:28:46 -03:00
Juan Pablo Arce ae344c89c5 Fixed indentation 2017-12-15 11:25:21 -03:00
Juan Pablo Arce a68fd85ab0 Improved giveperm/revokeperm commands 2017-12-15 11:21:37 -03:00
Alex Noir 18d75c620f Adds crowbar function to force-open doors...
***except the Door component ignores the damn requireditem and allows bare fukken hands to open it goddamnit***
2017-12-15 16:47:10 +03:00
juanjp600 5e62371a09 Merge branch 'master' of http://github.com/juanjp600/Barotrauma 2017-12-15 08:36:32 -03:00
juanjp600 4997ebf20d [WIP] Overhauled project to make Linux build work out of the box
TODO: fix the Windows build, fix the Debug builds, make OSX
configurations, work around a bug in MonoDevelop where copied content
files don't respect the original directory structure
2017-12-15 08:31:07 -03:00
Joonas Rikkonen 8a7af2affd Players can't use other items when a railgun controller is selected. Prevents accidentally firing weapons or hitting people with something while using the railguns.
Closes #94
2017-12-15 00:25:46 +02:00
Alex Noir 31153ebb20 disguise bool for Wearable class 2017-12-14 23:24:25 +03:00
Alex Noir 760452170e Implement ID card slot and ID card description that states the owner and his job in preparation for identity system 2017-12-14 22:57:42 +03:00
Joonas Rikkonen e17b5a195c Increased the minimum distance between monster spawns and subs (20 000 units in monster events, 30% of the width of the level in monster missions). Closes #63 and closes #151 2017-12-14 20:01:45 +02:00
Joonas Rikkonen 58e98977df Fixes to projectiles going through walls:
- Continuous collision detection (body.IsBullet) is disabled when the body is moving slow enough, not immediately when it hits something.
- The prismatic joint that sticks projectiles to walls/characters stays active for a minimum of 1 s to prevent the projectile from immediately overshooting the joint limits and falling off (usually at the wrong side of a wall/door it hit).
- Separate properties for determining which types of bodies the projectile can stick to (character/structure/item).
- Spears and syringes only stick to characters.
- Increased syringe launch impulse.

Closes #122
2017-12-14 19:25:31 +02:00
Alex Noir 141214eadc Fix infinitely repairing karma by welding fixed hulls 2017-12-14 19:08:17 +03:00
Alex Noir ff55140ce3 Revert "forgot to remove the console command for karma"
This reverts commit 04707232de.
2017-12-14 19:07:53 +03:00
Joonas Rikkonen 1da15dbca2 OnFire statuseffects aren't applied to items inside fireproof containers. Closes #98 2017-12-14 17:18:25 +02:00
Joonas Rikkonen 986862b23e The GUIMessageBox constructor with no width or height parameters automatically resizes the box according to the size of the text instead of using the default height.
Closes #131
2017-12-14 00:16:13 +02:00
Joonas Rikkonen 7e03235f8b Changed the species name of the huskified humans from "human" to "husk" and gave them the same combat strength as normal husk to prevent them from attacking each other.
Closes #119
2017-12-14 00:12:54 +02:00
Joonas Rikkonen cce2cf942d Fixed hulls not being linked to gaps if the center of the gap is exactly at the edge of the adjacent hulls.
Closes #147
2017-12-13 21:07:51 +02:00
Alex Noir 383d9f3aab Karma too unfinished to be enabled by default 2017-12-13 21:29:54 +03:00
Joonas Rikkonen 847e10d4a2 Fixed wires not being dropped server-side when a player drops a connected wire without dragging it to their inventory first (or client-side when a host does so).
Closes #96
2017-12-13 18:34:23 +02:00
juanjp600 c4e894cb2e Fixed camera going insane when dropping through hatches
TODO: make the game less rubberbandy
2017-12-12 21:08:37 -03:00
juanjp600 b3178c6ab1 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2017-12-12 17:58:54 -03:00
juanjp600 23b220b6af Sync character collider rotation, try to make collider face the main limb by instantly flipping it if the angle's too wide, client-side ragdoll correction is more aggressive 2017-12-12 17:58:49 -03:00
Joonas Rikkonen 4a1ba21067 Fixed OnActive statuseffects not being applied on powered items that don't require power (prevented flare particles from working because they are configured in the LightComponent that inherits from Powered) 2017-12-12 22:21:29 +02:00
Joonas Rikkonen 7ce93d2e1f Merge pull request #123 from Crystalwarrior/syringeGun
Syringe gun + projectile tweaks + several status effects/item components tweaks
2017-12-12 20:12:28 +02:00