Commit Graph

40 Commits

Author SHA1 Message Date
Joonas Rikkonen b08a31a68f (33ab1e038) Add buttons for resetting the settings to the defaults and setting the default keybindings. TODO: pressing the buttons should refresh the settings frame instead of closing it. 2019-04-04 11:10:14 +03:00
Joonas Rikkonen a3425a0432 (bb85ea959) Fixed last item not being visible in grid layout groups if it's the only item on the last row 2019-04-04 11:08:49 +03:00
Joonas Rikkonen 7eb03ea6b3 (874c38a79) Show keybindings for use or shoot in the tooltips. 2019-04-04 11:08:33 +03:00
Joonas Rikkonen d4752bb6a0 (9f5c9fbcb) Make sure lazy-loaded sprites load their texture when creating a GUIImage, because the image needs to know the size of the texture to scale itself correctly. Fixes location portraits not being visible in the campaign menu when a location is selected for the first time. 2019-04-04 11:08:18 +03:00
Joonas Rikkonen 7491b06a5d (bbd192053) Rebind Select and Use keys. Refactor GameSettings to support legacy bindings, when they are set. That is, if the new "deselect" and "shoot" keys are not defined, but the player config file is found, use the "select" and the "use" keys instead of the defaults. 2019-04-04 11:08:02 +03:00
Joonas Rikkonen 79ea41e6c9 (4f4395b00) Reduced the size of the disallowed item interface area around the chatbox 2019-04-04 11:07:45 +03:00
Joonas Rikkonen c8a7815ef8 (6ae5f1e59) Sync the new input with the server. 2019-04-04 11:06:59 +03:00
Joonas Rikkonen 0ecfc426ff (45f083a5a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev 2019-04-03 16:22:12 +03:00
Joonas Rikkonen 0dd1823eb1 (44a496915) Added: Template for using a video with the Welcome text in the tutorial if needed. Removed: Old spritesheets. Fixed: Bug in fetching crew with certain jobs 2019-04-03 16:21:57 +03:00
Joonas Rikkonen a46c195532 (2a183f60c) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev 2019-04-01 22:51:07 +03:00
Joonas Rikkonen 5d6cbb5898 (b522c4551) Don't assign the attackinglimb if we shouldn't be attacking. Fixes Hammerhead not falling back after hitting the sub. 2019-04-01 22:50:39 +03:00
Joonas Rikkonen d511ecd4e3 (5218c43a0) Server sends the IDs of both selected characters and selected items to the clients. Previously this wasn't needed, because it wasn't possible to have both a character and an item selected at the same time. Fixes characters floating mid-air client-side when dragging others up stairs, and probably some other undiscovered bugs as well. 2019-04-01 22:50:11 +03:00
Joonas Rikkonen 080ac78ded (5c35a640e) Update tutorial-rework with dev 2019-03-27 20:52:47 +02:00
Joonas Rikkonen 3f82c9a2cb (f417b026f) Fetched: Changes for playing video tutorial from local branch 2019-03-27 20:45:14 +02:00
Joonas Rikkonen 05cc34afd8 4d2bcb1...1473f77
commit 1473f77ba0c85b80d48dce3e0fca809a9d5da98c
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Fri Mar 22 12:39:03 2019 +0200

    Server automatically ends rounds if there have been no players alive in 60 seconds and respawning is not allowed during the round. Otherwise campaign rounds can get "bricked" if all the clients die/disconnect and there's no-one who's allowed to manually end the round. Closes #1319

commit 7096983fb10e48c2866393d30420bfaa79a0719b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Fri Mar 22 12:03:10 2019 +0200

    Some extra error logging in an attempt to diagnose #1327 (seems that the server is trying to start a campaign round after the campaign has been disposed and another game mode selected).

commit 2d7a3be83cd8865869837879b965fa9aeb046042
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Fri Mar 22 10:53:08 2019 +0200

    Use null as the rotation and angular velocity of a character's collider in network state buffers if the collider is set to a fixed rotation (i.e. when standing). Previously the _current_ rotation and angular velocity was used if the server didn't send the values, which caused the collider to "wobble" when getting up from the ground, because the clients used the current rotation and angular velocity to determine if their predicted state is correct, even though they should've been using past states (or rather, not attempting to correct at all because both the rotation and ang velocity should be 0 when the rotation is fixed).

commit 2e2fd7078798703bc5d6ae398f75fa580ecca566
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Mar 21 22:44:11 2019 +0200

    Disabled kicking clients out of the server if their Steam auth becomes invalid after they've already been authenticated. Got some reports from players about this occasionally happening for no apparent reason, and I don't see the need to kick the clients if they've already been successfully authenticated during that session.
2019-03-22 14:01:25 +02:00
Joonas Rikkonen 044fd3344b 2f107db...5202af9 2019-03-18 21:42:26 +02:00
Joonas Rikkonen 7dbfbfd4eb bd9a92d...cd50479
commit cd504791ebda32f7e9d79ec2ac726058e83b5bf1
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Feb 3 20:03:46 2019 +0200

    Additional server logging for steam auth & desync kicks

commit 6efece5e42502c1cdba89d4f4cc91398402f2b25
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Feb 3 19:46:51 2019 +0200

    Fixed server failing to sync clients who join the server after a character has been removed during the round (e.g. eaten, turned into a husk).

commit 482c9f87ec715119ad9ad420f25003ac92e666b9
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Feb 3 19:37:00 2019 +0200

    Fixed server-side error messages when clients attempt to use a fabricator. Happened because the server tried to set the required time -text on the fabricator interface based on the controlled character instead of the character using the fabricator.

commit 0a21304ee43935364de131d8aba09da8f51e6a47
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Feb 3 17:30:39 2019 +0200

    Fixed AI crew occasionally going outside to fix leaks

commit 78fa9382490f3b8d63c2ced9b31551fddf937703
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Feb 3 16:47:09 2019 +0200

    Changed coilgun ammo box category from Machine to Equipment (no machine tab in the store menu, caused errors when trying to find a tab button style)

commit 73f4374938a69bbeb9e5c0177bcd2b632fc33c8f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Feb 3 16:14:56 2019 +0200

    Fixed humanhusk not spawning when a husk-infected human dies.

commit 080b04d6d046a3c7659942a0a72a3f1a0aa33f4d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Feb 3 15:57:18 2019 +0200

    Made coilgun ammo boxes fabricable and purchaseable, coilgun bolts can't be crafted, alien flares can't be purchased. Closes #1027

commit edd46655a853880e03c2f9a32abd92b6429a6c8e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Feb 3 15:48:39 2019 +0200

    Removed auxiliorizine from the chemical shipment mission (auxiliorizine doesn't exist anymore).

commit c19620e1f507b2bda398ab4b8ab8cd7d3ea5af23
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Feb 3 15:46:26 2019 +0200

    Removed duplicate line from loading screen tips. Closes #1032

commit e7df25130bfc76c16a08e86d3d42b16eab7cb21d
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Sun Feb 3 13:01:19 2019 +0200

    Halved moloch speeds temporarily until a full balance of enemies is done.
2019-03-18 21:11:11 +02:00
Joonas Rikkonen 6c0679c297 38f1ddb...178a853: v0.8.9.1, removed content folder 2019-03-18 20:39:27 +02:00
Joonas Rikkonen 4ebe3d715e Characters stay alive for 30 seconds after a client disconnects, and if the client rejoins during that time they regain control of the character. Closes #42 2018-08-06 13:38:39 +03:00
Joonas Rikkonen 10189254b5 GrabLimb type is written in character network messages as byte instead of UInt16 2018-03-01 23:43:10 +02:00
Joonas Rikkonen 0f7befa09e Fixed occasional invalid object header errors when attempting to send a status NetworkEvent for a character (easy way to reproduce was to kill multiple characters during the same frame with an explosion). 2018-01-16 17:02:01 +02:00
juanjp600 c593fdb7c6 Minor networking fixes
- Don't spam the shit out of status updates (TODO: send update
immediately on drastic changes)
- Fixed some potential message misreading
- Readded homoglyph name comparison
2017-12-21 16:00:04 -03:00
Alex Noir 1e5b25bd1a Merge branch 'master' into moRags 2017-12-17 22:41:45 +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
Alex Noir de7489db8b Change int to UInt32 for grabLimb networking
Fixed IsRagdolled state networking
2017-12-08 20:55:46 +03:00
Alex Noir 286f290e57 Fixed networking 2017-12-08 15:32:37 +03:00
Alex Noir 8788efa007 Merge remote-tracking branch 'origin/master' into moRags 2017-12-08 14:43:56 +03:00
Alex Noir fff8d714fe I THINK this is all that needs to be done to network it...right? 2017-12-08 14:09:09 +03:00
juanjp600 0d8d0d62ec Fixed ragdolling in multiplayer 2017-12-06 14:48:47 -03:00
Alex Noir 4a8e411a70 Fixed carrying stunned people being a severe case of a major ass pain by carrying over the "stairs" from the carrier.
Added "CarriedBy" property, publicized CarriedCharacter and CarriedBy, synced CarriedCharacter and CarriedBy for cool points
Publicized Stairs property
2017-12-06 18:58:18 +03:00
Alex Noir ee8c4dfb3a Adds ragdoll button. Because why not.
Also adds admin ragdoll command to force people into ragdoll mode.
The networking/syncing wasn't yet tested for this but hopefully everything should work.
Updates config.xml to add default keybinds for radio chat and ragdoll
2017-12-05 20:50:24 +03:00
Joonas Rikkonen dd86b5745a - The server doesn't disable client-controlled AI characters that are far from all other players.
- Clients aren't allowed to flip swimming FishAnimControllers unless the server says so (occasionally caused creatures to flip around constantly because the clients ignore the 1-second "flipping cooldown").
- Moved Character.ReadStatus to the client project.
2017-09-21 17:44:52 +03:00
Joonas Rikkonen 9e3f4bfa5a Syncing crouching from server to clients, not just from clients to server 2017-07-28 19:01:47 +03:00
Joonas Rikkonen affb43e7a5 Workaround to null reference exceptions in Character.WriteStatus: it seems AnimController can be null when reading the message, which suggests that the character has been removed (e.g. turned to a husk, eaten by something). 2017-07-26 21:35:50 +03:00
Joonas Rikkonen 61b90464dd Playing whack-a-mole with the interaction logic again:
- Fixed server keeping clients focused on entities until they report focusing on something else. This allowed clients to interact with the entity they previously focused on, even if they weren't anywhere near anymore.
- Checking if clients are allowed to focus on an entity before letting them do so (!!!).
- Server doesn't highlight entities when a client focuses on them.
- Characters can interact with a wire if they've selected either of the items it's connected to.
2017-07-26 21:03:21 +03:00
Joonas Rikkonen 6faf658ae0 Fixed SetClientCharacter & Revive 2017-07-26 17:19:35 +03:00
Joonas Rikkonen 49003c465c Aiming syncing fix: aiming angle is calculated from the position of the shoulder towards the cursor (or a position within the collider that's roughly at the shoulder). 2017-07-18 18:33:30 +03:00
Joonas Rikkonen bf5a0746ad Merge branch 'master' of https://github.com/Faerdan/Barotrauma into Faerdan-master
Conflicts:
	Barotrauma/BarotraumaClient/Source/Map/MapEntity.cs
	Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs
	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
	Barotrauma/BarotraumaShared/Source/Items/Item.cs
2017-07-05 19:32:34 +03:00
Joonas Rikkonen e15f5a881b Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
Conflicts:
	Barotrauma/Barotrauma.csproj
	Barotrauma/BarotraumaShared/Source/Characters/AI/AIController.cs
	Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs
	Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs
	Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs
	Barotrauma/BarotraumaShared/Source/Characters/Attack.cs
	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
	Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs
	Barotrauma/BarotraumaShared/Source/Characters/Limb.cs
	Barotrauma/BarotraumaShared/Source/Events/MonsterEvent.cs
	Barotrauma/BarotraumaShared/Source/Map/Explosion.cs
2017-06-30 21:02:52 +03:00
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00