Commit Graph

55 Commits

Author SHA1 Message Date
Joonas Rikkonen 6262b3ea54 (ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev 2019-04-16 17:12:09 +03:00
Joonas Rikkonen bd07acf26d (052ab6307) Use MonoKickstart on Linux so installing Mono is not required, fixed division by zero if the width of the server console window is 0 2019-04-16 17:11:49 +03:00
Joonas Rikkonen edb8c39c58 (7dc4f5c23) Fix the doors: - Don't allow to pick, if the doors has no requirments. In this case the door should be opened by using the [select] key. - Display "UNAUTHORIZED ACCESS" when the door has integrated buttons but the requirements are not met. Display the cannot open the door text when the door doesn't have integrated buttons and the player is trying to open the door with the [select] key. 2019-04-16 17:11:23 +03:00
Joonas Rikkonen e94228d346 (b948206e8) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev 2019-04-10 13:35:03 +03:00
Joonas Rikkonen 9a54b89bf3 (0eb0c36ec) Fixed door background sprites being drawn in front of characters (TODO: update sprite depths in the subs) 2019-04-10 13:30:25 +03:00
Joonas Rikkonen 06ac9a04ba (84bc4cdae) Display another message when trying to directly open a door that doesn't have buttons on it (wired to remote buttons/controllers). 2019-04-10 13:29:50 +03:00
Joonas Rikkonen 2ca299af10 (ab07307c5) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev 2019-04-10 13:27:49 +03:00
Joonas Rikkonen 593d99ec38 (df9b1966f) Added an option to disable directional voice chat. Closes #1414 2019-04-10 13:27:30 +03:00
Joonas Rikkonen 74da38bd10 (3315662d5) Implement optional required items (lol) and fix the doors. It's a bit confusing, but should work. 2019-04-10 13:26:56 +03:00
Joonas Rikkonen fa4d1caeed (552a3719d) Don't open a door by clicking "select", if the door has any required items (in which case we want to force open it by clicking "use"). 2019-04-10 13:24:36 +03:00
Joonas Rikkonen 0f4c7c302f (41e8be463) Revert "Rewiring the door changes it's behavior. TODO: Might be better to implement as two separate type of doors?" (Now using two separate doors instead) 2019-04-10 13:23:31 +03:00
Joonas Rikkonen 5a7abc430c (5d7e5eb93) Rewiring the door changes it's behavior. TODO: Might be better to implement as two separate type of doors? 2019-04-10 13:21:45 +03:00
Joonas Rikkonen 25453018fc (3f015888d) Implement manual doors that can be opened simply by clicking on them. Add a test sub (not added in the project -> have to manually place in the local bin folder to test it). 2019-04-10 13:21:25 +03:00
Joonas Rikkonen cc122f2bbf (b451554e8) Merge remote-tracking branch 'origin/dev' into keymapping-refactor-test 2019-04-04 11:10:29 +03:00
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 0cd81c6a99 (cdc68f306) Don't select items when aiming. 2019-04-04 11:06:28 +03:00
Joonas Rikkonen 5f05322fdb (fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server. 2019-04-04 11:06:12 +03:00
Joonas Rikkonen d66a49bb7c (929d3d0fd) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev 2019-04-03 16:23:08 +03:00
Joonas Rikkonen 212b7074a8 (8bcb4dfd5) Refined cable holders, added variants for 1-3 cables (background still missing) 2019-04-03 16:22:54 +03:00
Joonas Rikkonen c751c58495 (c793f55af) Clamp velocities when pushing characters out of doorways, play only one damage sound when hit by a door (not once per each limb that's in the doorway), refactored the logic so to prevent creating new lists 2019-04-03 16:22:41 +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 c78546b5f4 a75a560...814f6c9
commit 814f6c9dd4d48b3931e1d3bcb1918ff79324c1d4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Mar 20 19:33:18 2019 +0200

    Fixed multiplayer campaign setup UI showing the client's subs instead of the server's (see #1311)

commit 4a3e485dea85aa21037b13fd1b86af4a4ec1a5fd
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 19:16:17 2019 +0200

    Move new texts in the end of the localization file.

commit 5a8af99afe5aad0b2f5343ca6f923d8c7eb19e68
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 19:05:43 2019 +0200

    Recreate the editing gui window when resetting the entities with the "resetall" command.

commit 0048e6dcb9699e5b1e434ace867bc8f426cdae28
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 19:04:42 2019 +0200

    Fix resetting to prefab.

commit 88be0923761f5ac2c895364c8ad0e11fe9a66576
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 18:40:13 2019 +0200

    Fix item components not being loaded properly.

commit 6f970d54ed800eff25ae3643b03c0020336c8621
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 18:21:25 2019 +0200

    Add a console command for resetting all items and structures to the prefabs.

commit bd561ef43391a2e4251bef18a8738b233f540961
Merge: e8843c30c a75a56088
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 17:47:14 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

commit e8843c30cdb966832236ec361494e4c886130590
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 17:46:38 2019 +0200

    Implement item and structure instance resetting to prefab. Add buttons in the subeditor. Allow to save the msg text in the editor.
2019-03-20 19:42:17 +02:00
Joonas Rikkonen a8309b5766 69487a2...d38c50c
commit d38c50cc354476d5309645bc1487a4c03fe97d57
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Mar 20 16:27:45 2019 +0200

    Fixed inability to throw anything in the multiplayer. The clients would create a network event about dropping the item during the throw, which prevented throwing it server-side (because the item isn't in the character's inventory anymore by the time it should be launched). Closes #1318

commit 25cc1ceefcf62e346281c24c41964053d102701c
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Mar 20 16:21:33 2019 +0200

    Merge same afflictions into one icon in the preview above the health bar (instead of showing the same icon for each limb that has the affliction)
2019-03-20 16:28:15 +02:00
Joonas Rikkonen 5127038dc8 7cc231b...69487a2
commit 69487a2a8596ac24252c12624b40b7ad7a06edb5
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Mar 20 15:50:44 2019 +0200

    Fixed TargetItemComponentName comparisons in StatusEffect conditionals. Closes #1307

commit 8568bbce1a6d7d809e8e7a63509850387d6d2b91
Merge: b4bd00925 481755c1b
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 15:46:12 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

commit b4bd0092566cb31239bc8c585d98f4949fdc57b1
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 15:45:48 2019 +0200

    Reinstate equipped item overrides for all item component instances.

commit 481755c1b636794886a38f8503b801df89eeee7e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Mar 20 15:37:55 2019 +0200

    Don't create network events in the LightComponent.IsOn setter if the round hasn't started (= when loading a game and initializing the items)
2019-03-20 16:07:57 +02:00
Joonas Rikkonen 3b402cf335 d9e5368...df7366c
commit df7366c3d0db4c5cee4d0db33a0eb2ab5c7e28e9
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Mar 19 13:22:17 2019 +0200

    Save all of the inventory slot indices an item is in, instead of just the first one. Otherwise inventories can get messed up because of equipped items: for example, a revolver may be equipped in a hand slot and the 3rd Any-slot, but just putting it in the and slot during loading will cause it to be placed into the hand slot and the first free Any-slot, potentially preventing whatever was actually in the first Any-slot to be placed in the inventory. Closes #1301

commit 4eeeb3531fe88aeb0dddca2b407ec6f260ea1e8e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Mar 19 12:55:27 2019 +0200

    Fixed sub/mode voting not being enabled when changing the setting after the server has been started.

commit 7f2118b950748d30cc21869cfff9d69fd5c77b81
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Tue Mar 19 12:41:09 2019 +0200

    Doors and hatches can now be repaired also with wrenches. Changing the required equipment for anything but door components doesn't have any effect anymore. TODO: remove/disable editing the field when it cannot be edited.
2019-03-19 13:23:11 +02:00
Joonas Rikkonen 63eb4d64e5 f8b0295...0671290 2019-03-18 23:30:58 +02:00
Joonas Rikkonen 3301bed442 409d4d9...aeafa16 (merge human-ai) 2019-03-18 22:52:17 +02:00
Joonas Rikkonen 97f31d0c94 5202af9...3ea33fb 2019-03-18 22:24:07 +02:00
Joonas Rikkonen 044fd3344b 2f107db...5202af9 2019-03-18 21:42:26 +02:00
Joonas Rikkonen 6c0679c297 38f1ddb...178a853: v0.8.9.1, removed content folder 2019-03-18 20:39:27 +02:00
Joonas Rikkonen afc2e63b55 Client-side door state prediction fix: the clients wouldn't set the door to the correct state if the predicted state was the same as the door's previous known correct state, even if the latest state sent by the server was different (= a convoluted way of saying that door syncing works correctly now with complex door setups like the ones in SS Odyssey, see #579). 2018-08-23 14:57:13 +03:00
Joonas Rikkonen 65b8d2d36e Fixed door gaps being removed twice when unloading a sub (in door.Remove and Entity.RemoveAll). Probably didn't cause any issues other than unnecessary console warnings. 2018-07-24 13:19:07 +03:00
Joonas Rikkonen faf0a87cfa Added a bunch of error checks to physicsbody-manipulating code 2018-07-20 16:33:12 +03:00
Joonas Rikkonen f1c4bd3c67 - Some of the non-game-crashing error messages are sent to GameAnalytics.
- Changed crash severity from Error to Critical.
- Exception handling when loading submarine preview images.
- Checking if position is valid in Ragdoll.SetPosition.
2018-07-19 22:12:50 +03:00
Joonas Rikkonen f25fe6b504 Added some error checking & debug logging to Door.PushCharactersAway to diagnose why Math.Sign is throwing ArithmeticExceptions (see #497). 2018-07-18 14:36:00 +03:00
Joonas Rikkonen 1fe2a1916f Fixed ruin doors being possible to open with the select key. Closes #268 2018-02-22 14:36:48 +02:00
Alex Noir 32a2b38112 Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
2017-12-30 13:46:59 +03:00
Alex Noir f5e785df60 Expose some stuff to sub editor, fix alien doors openable with use key, fixed some decon recipes
Beginnings of a Conditional system
2017-12-27 18:00:18 +03:00
Alex Noir e6b7a0d313 Adds ducts, switches and motion detectors, as well as door breaking sounds, all based on Barotrauma Extended mod.
Several sounds and sprites were altered to their mod counterpart.
Fixes doors being unfixable without having a crowbar.
Fixed case sensitivity mismatch for crowbar.ogg - this is a problem for linux builds.
2017-12-21 16:37:46 +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 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 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
Joonas Rikkonen b3769b383a - Input field for rects.
- Input fields for ItemComponent requiredItems.
- Added tooltips to a bunch of editable ItemComponent properties.
- Misc fixes.
2017-11-13 22:06:13 +02:00
Joonas Rikkonen 8e556f1c76 - Renamed a bunch of ObjectProperty-related stuff (ObjectProperty -> SerializableProperty, IPropertyObject -> ISerializableEntity, the "SerializableProperty" attribute -> Serialize).
- Rectangle serialization.
- Option to restrict numeric properties to a range of values.
- WIP generic ISerializableEntity editor.
2017-11-08 21:15:03 +02:00