Regalis
81ca1a409b
Fixed NullReferenceException when attempting to send an ApplyStatusEffect update for an item that was removed from the inventory by the statuseffect (eg syringe with nitroglyserine which was dropped because of the explosion), oxygen level detoriates more slowly when unconscious, showing a tooltip for items in a subinventory, nitroglyserine explodes on first injection (instead of after a few injections when condition drops to zero)
2016-04-25 21:58:26 +03:00
Regalis
2136641609
Stun syncing bugfix, fixed dead/unconscious characters being unselectable in the info menu, pockets for doctors, fixed tutorial (map generation algorithm changes had made the level unplayable)
2016-04-25 19:16:01 +03:00
Regalis
45e3bed07c
Some more fabricable chemicals, made cargo missions more common, items in characters' inventories aren't affected by fire
2016-04-24 20:33:33 +03:00
Regalis
c08029dea8
Handheld sonars only consume batteries when they're on, endworms aren't "flipped" when they turn around, every limb is checked in SubmarineBody.DisplaceCharacters (instead of just reflimb)
2016-04-24 20:31:26 +03:00
Regalis
d4816c3ee9
v0.4.0.1: radio messages visible to spectators, handheld sonars in vanilla subs, nerfed water damage to junction boxes, moved junction boxes inside Nehalennias ballast tanks to a drier location
2016-04-24 13:11:46 +03:00
Regalis
5d635f5865
v0.4.0.0
2016-04-23 17:33:34 +03:00
Regalis
8c19adeb5e
Some more randomness in level generation, info message about the radio command in mp
2016-04-23 17:32:52 +03:00
Regalis
1a96159bdb
ScriptedEvent debug logging, saving VerboseLogging option, using the first loaded contentpackage if no contentpackage has been selected
2016-04-23 17:28:11 +03:00
Regalis
14ef736176
"Suicide button" is also usable in single player, unconscious characters can't be selected in sp, fixed resizing textblocks with wrapped text
2016-04-23 17:26:56 +03:00
Regalis
99072592bc
Removed duplicate clowngear from doctorgear.xml, event commonness/difficulty tweaking, nitroglycerine explodes more easily
2016-04-23 17:24:52 +03:00
Regalis
83081d98c0
Water forces aren't applied to disabled bodies, logging sound loading
2016-04-22 23:46:36 +03:00
Regalis
e84e72bba6
Borderless windowed mode, mid-round settings menu
2016-04-22 20:55:56 +03:00
Regalis
3347fcdd20
Server notifies clients about junction boxes breaking (+ clients aren't allowed to break them), fixed explosion lightSource positioning
2016-04-22 17:28:22 +03:00
Regalis
c2242ad525
Fixed tooltip "background block" sizing
2016-04-22 17:25:09 +03:00
Regalis
6c538443fd
- characters aren't teleported through gaps if a wall doesn't have a hole there
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- characters aren't teleported outside until they're far enough from hulls (prevents them from "jumping" outside as they're teleported partially inside the body of the sub)
- arms are mirrored/flipped when turning in water
2016-04-22 17:21:34 +03:00
Regalis
510602623a
Fixed "subinventories" (oxygen tanks inside suits etc) being drawn under the main inventory
2016-04-21 18:38:07 +03:00
Regalis
12dc494e42
Displaying the condition of contained items in the inventory slot of the parent item (i.e. the amount of oxygen left in a diving suit is visible without highlighting the suit), some debug logging, colored speech bubbles
2016-04-21 17:17:42 +03:00
Regalis
e46ec1ade2
Cargo spawning bugfix, removing cargo items before saving the game (so that they won't stay in the sub after completing the mission)
2016-04-20 20:33:38 +03:00
Regalis
de2af7f973
Speech bubble icon next to the character when speaking in multiplayer, fixed clients sending every message through radio when wearing a headset
2016-04-20 20:31:45 +03:00
Regalis
eae35d139b
Update to MonoGame 3.5
2016-04-20 20:29:46 +03:00
Regalis
e271873a43
Autopilot uses submarine position as a "reference position" (instead of the position of the nav terminal), radar display bugfix, ragdolls aren't teleported outside the sub if they're in a tiny gap between hulls (e.g. passing through a broken wall between rooms)
2016-04-20 17:28:20 +03:00
Regalis
188220c464
A "suicide button" which can be used if the character is unconscious and the player doesn't want to wait for help, fixed submarine staying loaded when clicking the "load previous" button mid-round, main path waypoint generation bugfix
2016-04-20 17:22:22 +03:00
Regalis
e33f30dad1
Mid-round chat messages have a limited range, headset item which can be used to communicate with players further away, new inventory slot for items like masks and headsets
2016-04-20 17:19:38 +03:00
Regalis
a45f58cd08
New artifact sprites, ping sound for handheld sonar, fixed newlines multiplying in GUITextBlocks every time the block is resized
2016-04-16 21:42:40 +03:00
Regalis
5bacb66543
- fixed holes only being passable at the first and last sections of a wall
2016-04-16 21:03:11 +03:00
Regalis
17d499d70a
- clients only apply OnImpact statuseffects on items when the server says so
...
- fixed characters occasionally teleporting partially inside walls in mp
- made it easier to drag characters while swimming
2016-04-16 21:00:21 +03:00
Regalis
204d1333d1
Merge branch 'master' of https://bitbucket.org/Regalis11/barotrauma
2016-04-16 15:36:10 +03:00
Regalis
31a04c7bc1
Cargo missions, a menu that shows the mission description mid-round
2016-04-16 15:36:01 +03:00
Regalis
6876bdc481
Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something
2016-04-16 15:33:28 +03:00
Regalis11
f9d64ea5c4
Some more commenting & cleanup
2016-04-10 21:03:40 +03:00
Regalis
c6df095a8b
Narrow caves in levels, more background sprites
2016-04-10 10:57:38 +03:00
Regalis
c5685db0aa
- handheld sonar
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- junction boxes, sonar monitors, navigation terminals and engines break down if they're underwater long enough
- reactor cools down if it's underwater
- job-specific gear are grouped by job in separate .xml files
2016-04-09 14:31:59 +03:00
Regalis
c7545d5816
- StartCoroutine returns a handle which can be used to stop a coroutine, and coroutines and be given a name to make accessing them easier
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- StatusEffect coroutines are stopped when the round ends
- Fixed GameServer keeping a reference to the TraitorManager after a round ends (causing traitor messages to appear even if traitors aren't on anymore)
- Option to spawn characters near/inside/outside the sub using the spawn command
2016-04-06 18:36:26 +03:00
Regalis
39c9c78266
- level generation refactoring: moved most of the generation logic to a static GaveGenerator class + some minor cleanup
...
- WIP method for splitting the voronoi cells to smaller ones and carving a small cave through them
2016-04-02 16:03:41 +03:00
Regalis
2a2ba80f9c
ItemLabel optimization: textBlock is drawn using an offset relative to the position of the item instead of modifying textBlock.Rect each frame (causing the text position/wrapping to be recalculated each frame)
2016-04-02 15:54:00 +03:00
Regalis
5f05db7ca4
- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
...
- parameter for changing the output value of And/Or components when the input conditions aren't met
- or components work properly now
- a limited number of signals (100) can be queued in a delay component
2016-04-02 02:25:44 +03:00
Regalis
3ac8139fc7
- changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen to larger rooms
...
- bugfixes in HumanoidAnimController.Flip()
- item/itemcomponent statuseffects are stored in a dictionary with the actiontype as a key, so the item doesn't have to iterate over all the components and all their statuseffects
- gap bubble particle tweaking
2016-03-29 17:57:05 +03:00
Regalis
23f1623562
Fixed missions not matching between Linux and Windows builds
2016-03-28 19:58:22 +03:00
Regalis
c1a1990f08
- moving characters out of the way when the sub is teleported to the right position in multiplayer (monsters shouldn't randomly pop up inside the submarine anymore)
...
- taking sub position into account when snapping cursor position to the grid -> new items/structures are aligned with existing ones if editing the sub while a round is running
2016-03-28 16:11:55 +03:00
Regalis
9a0bf07fc2
- some more medicine value tweaking
...
- medicine & toxic cabinet items (added to vanilla subs)
- updating the positions of items inside a moving container (caused explosions to happen in the wrong position if the explosive inside something like a grenade)
- renamed doctors as medical doctors
2016-03-27 20:25:24 +03:00
Regalis
7f40071565
- fixed ReliableChannel going crazy if a client disconnects and reconnects immediately after: the client created a new ReliableChannel but the server was still using the old one, causing the client to rerequest a ton of messages (now the server resets the channel when a client rejoins and reliablechannel resets itself if the message IDs are too far apart)
...
- syncing statuseffects caused by using an item on self
2016-03-27 20:20:34 +03:00
Regalis
c8597f76be
- added med bays to the vanilla subs
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- some new wall prefabs
- medical item statuseffect tweaking
- fixed textBoxes not being deselected in waypoint editing hud after applying the changes
2016-03-26 23:25:04 +02:00
Regalis
2f7295eaad
Option to set a duration for a status effect
2016-03-26 23:20:02 +02:00
Regalis
ca492bf0d4
- health scanner item
...
- specific skills are required to fabricate some items
- changes to medical syringes: the status effects are defined in the chemical item instead of the syringe
2016-03-26 18:15:44 +02:00
Regalis
6c0927a564
- health/oxygen syncing with the new -100.0 - 100.0 range taken into account
...
- enemies die when their health reaches 0.0 (instead of -100.0)
- HUD, chatbox etc disabled when the character is unconscious
2016-03-26 18:09:17 +02:00
Regalis
277762a72a
Doctor class, a bunch of chemical/medicine items, medical fabricators
2016-03-25 15:35:41 +02:00
Regalis
f585235887
Performing CPR on unconscious players, a "use on self" button for some items
2016-03-25 15:34:40 +02:00
Regalis
0dbfb54b5f
- crouching (allows placing signal items at the bottom of a room and may be useful when doctors are added (CPR animation, using medical items on dead bodies?))
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- changes to the dying logic: characters will be unconscious when their health or oxygen goes below 0.0, and die when it drops to -100.0 (if either of the values is below zero, it will automatically decrease so the character will quickly die without medical care)
- fixed LightSprite being drawn on LightComponents even if the item is inside an inventory
- characters extend their arm more when placing signal items
2016-03-20 20:15:47 +02:00
Regalis
fc8b30c974
- npcs wont try grab items from other characters' inventories
...
- fixed lightcomponent LightSprites "twitching" when the sub is moving
- fixed null reference exceptions in Hull.Render if no submarine has been loaded
- submarine descriptions
- emergency sirens in Aegir & Vellamo
- changed the required item for fabricating a wire from "Copper" to "Copper Bar"
2016-03-18 17:48:25 +02:00
Regalis
8df9864db9
- emergency siren and alarm buzzer items
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- wires and alarm buzzers can be fabricated
- fixed items selecting constructions outside the hulls
- ItemLabel.TextColor works now
- removed a random dot at the corner of head5.png
- inventory is visible in wiring mode
- fixed null reference exceptions in AIObjectiveGoto and Holdable
2016-03-17 19:28:46 +02:00