commit ccacceb16a184f00ecd384eede64ca9c4fab08a0
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 25 14:05:59 2019 +0200
NetEntityEventManager checks the length of the event data (and logs an error if it's too long) before checking if there's still room to keep writing events in the packet. Checking the available room first could lead to situations where an excessively large event can't fit to any packet, "soft-locking" the EventManager without any error messages.
commit 5ac8259372aa900adc724aa4da1fd81af41ca195
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 25 13:41:52 2019 +0200
Don't display disabled limbs on sonar (i.e. severed limbs that have "faded out")
commit 5f84df73ad86be96f3678c450351b3905e7317a4
Merge: b981f1635 dc429d6c4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 25 13:41:16 2019 +0200
Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
commit b981f163575b2bfc9a83b9925c94eca19b9d4554
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 25 13:36:19 2019 +0200
Multiplayer campaign fixes:
- Server uses a different temp folder to decompress save/sub files into than the clients. Should fix files occasionally getting corrupted and exceptions when trying to read the files when hosting a server from the main executable.
- Some additional debug logging.
- Use the base names of the adjacent locations as level seeds (i.e. "Vorta" instead of "Vorta Outpost"). The levels should not change when the type (and full name) of the location changes.
commit 42c5d18df77fc7acd5873d8e25f20bdd31b1ed76
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 25 13:31:06 2019 +0200
Don't transfer files through the network when sending them to the owner of the server (i.e. a client hosting directly from the main executable), but simply tell the client where the file is located.
commit dc429d6c450f4893fe29c51d3c830527e587a871
Author: Daniel Asteljoki <daniel.asteljoki@gmail.com>
Date: Mon Mar 25 13:30:26 2019 +0200
Added labels next to periscopes in Humpback and Dugong
commit 789f02a87a2917dd2ae378f136cbe8dd3236c60d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 25 13:29:29 2019 +0200
If loading a submarine fails, wait a bit and retry up to 4 times. Fixes loading occasionally failing when running multiple instances of the game from the same directory.
commit be9ea3a58832992b6226917117247e1bf1efeff9
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 25 11:03:36 2019 +0200
Fixed a bunch of disconnection messages being in an incorrect format & DisconnectUnauthClient not getting the messages from the xml
commit c6f744b4d6b3520720010f5cd4f22a25b42bfc8b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 25 10:43:10 2019 +0200
Log entity event errors into server logs when verbose logging is enabled
commit f9e8100140d99d30db551c16523f04cf042fb107
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Mar 24 20:37:23 2019 +0200
Automatically grab adjacent ladders when the top/bottom of the current ladder is reached. Makes moving through docking ports a little less confusing. Closes#1337
commit 7ad697036299c3dae0145f89dc7e1f4fec22953d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Mar 24 20:11:57 2019 +0200
Fixed windows clients being unable to start a campaign in servers running on Linux. Caused by submarine paths not matching because the clients would use backslash in the filepath while Linux uses a slash. The submarine selection logic also had an additional issue: the clients would assume the submarine is in the default Submarines folder, even though the server may actually store them somewhere else. Now the client communicates the selected sub to the server by sending the name and MD5 hash instead of the path, so mismatching paths shouldn't cause problems anymore. Closes#1332
commit ece6ead54c021d084f406f4f99daa5a0a7ef4b19
Author: Regalis11 <poe.regalis@gmail.com>
Date: Fri Mar 22 21:52:56 2019 +0200
v0.8.9.7
commit c10dd821ca1a89b4ae62046cf8e558589ff8e6af
Author: Regalis11 <poe.regalis@gmail.com>
Date: Fri Mar 22 21:00:02 2019 +0200
Fixed release builds crashing due to simulatedlatency etc commands not existing in release builds
commit dee0dded80cbbf30d484232b6706dd705a577eb7
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Fri Mar 22 15:24:44 2019 +0200
Fixed nullref exception if a client disconnects while netstats is enabled
commit c45d5bf0c5a4a68200c9eca461cd04090a5de23a
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Fri Mar 22 15:24:26 2019 +0200
Togglehud, toggleupperhud and togglecharacternames don't require a permission to use, made simulatedlatency, simulatedloss and simulatedduplicateschange usable to clients
commit cec1ac6bccac058bc12ddf18c8e060a7a47c9301
Merge: 411cd9726 1473f77ba
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Fri Mar 22 14:01:58 2019 +0200
Merge branch 'dev' into enemy-ai
commit 411cd9726979668764eea782b515c7510ec4f5a8
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Fri Mar 22 14:01:09 2019 +0200
If the target has changed, re-evaluate the attacking limb. Fixes Hammerhead getting stuck next to the sub, because it treats the claw as the attacking limb when targeting characters inside the sub. It should use the head, because it has a wall target.
commit 2522bec262f9cb1dea9df75e1d2c22307be5254c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Fri Mar 22 13:58:18 2019 +0200
Enemy ai/steering fixes:
- Store both sim and world positions. Offset the simposition with the subposition and use it for steering. Fixes enemy indoorsteering, which was broken.
- Use head or torso for steering instead of always using the main limb. Fixes characters like Mudraptor overshooting their targets badly.
commit c667ff9e4edf8af8f95278fbad42e0c8dd37d84c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Fri Mar 22 13:54:21 2019 +0200
Improve the ai debug graphics.
commit 4c6c13e07e43a4e3ce2a11dfc4064961c442044a
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 21 17:11:17 2019 +0200
Refactor, fix and adjust the enemy targeting logic:
- Change the logic for fading the memories
- When attacking a wall target, set it as the currently selected ai target so that we adjust the right memory
- Significantly reduce the value of character targets that are not in the same submarine
- In aggressive boarding, double the priority of walls when outside. Set the priority to 0 when inside. Reduce the attractiveness of doors, but still keep the values high.
- Redefine priorities for Mudraptor and Crawler (wip)
commit b085a95cff6bcf5e3f13e90dd1b71ac15e5ec1ab
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 21 13:16:22 2019 +0200
Allow enemies to target walls by decision (not only when they happen to be on their way). TODO: target only outer walls and only when outside of the sub.
commit 01f115d32d768c76d01bc5fad5cfe2e3f88333cc
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Thu Mar 21 13:09:32 2019 +0200
MidRoundSyncing changes (could potentially fix#1281 and #1323):
- Don't mark events as "sent to all" if there's a midround syncing client who'll need those events once the midround sync is done.
- Don't keep updating midround syncing clients' unreceived event count as new unique events are created during midround sync, but instead just send the clients the unique events they were missing at the time of joining. Because the new events created during the midround syncing aren't removed anymore, the joining client will be able to receive them when they switch to normal sync. The old behaviour might've lead to cases where the client can't "catch up" with the new events while midround syncing, causing them to time out.
commit 915aeb4e322ad04968556484aea74cf8b0070c3e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Thu Mar 21 12:16:57 2019 +0200
Fixed end round vote count overlapping with the server log button, display the votes as votes/max instead of y/n.
commit 62e3b272bb0235553562578493bf638a047235ab
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Wed Mar 20 23:36:03 2019 +0200
Updated handheld sonar UI graphics & moved it to the bottom left corner of the screen
commit b93c7312c6bf4b560c8259e79650dbf1444072c9
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Wed Mar 20 23:10:08 2019 +0200
Hide the start button from the campaign UI if the client doesn't have the permission to manage the campaign or rounds.