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.
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* 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)
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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.
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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)
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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
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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.
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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
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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...
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***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
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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.
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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:
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- 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"
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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.
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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.
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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.
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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).
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Closes #96
2017-12-13 18:34:23 +02:00
juanjp600
c4e894cb2e
Fixed camera going insane when dropping through hatches
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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
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Syringe gun + projectile tweaks + several status effects/item components tweaks
2017-12-12 20:12:28 +02:00