Joonas Rikkonen
2aec2414be
(12d32b875) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-04-26 11:25:25 +03:00
Joonas Rikkonen
3eb883fbb3
(9253f5b70) Added libvlc.so to LinuxClient
2019-04-26 11:25:10 +03:00
Joonas Rikkonen
d425064a3b
(28c455ff7) Improve the ai repair tool usage.
2019-04-26 11:18:14 +03:00
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
66de47f041
(a83cec9d6) Made room names translatable, added "RoomName." to all room names in EnglishVanilla.xml
2019-04-15 12:06:58 +03:00
Joonas Rikkonen
3eaec8bbc6
(c490f5118) Fixed bots not appearing to use repair tools or weapons client-side when repairing something or attacking (i.e. they aimed the item but never fired/used it)
2019-04-11 18:24:01 +03:00
Joonas Rikkonen
90086375a4
(9837460b8) Display a progress bar when welding doors shut.
2019-04-11 18:23:03 +03:00
Joonas Rikkonen
14d0daf16d
(ccef21f63) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-04-06 17:49:31 +03:00
Joonas Rikkonen
45c1ed499a
(e326112f5) Increased discharge coil sound range and added camera shake to make it more noticeable when it's used
2019-04-06 17:49:18 +03:00
Joonas Rikkonen
25768d8845
(4b54fb4bf) Refactor AIObjectiveCombat and the reactions to the damage. Fixes bots not reacting to any damage done with repair tools. Now they should flee (but not retaliate).
2019-04-05 16:20:11 +03:00
Joonas Rikkonen
161f725778
(2b36813ef) Added Back button to submarine editor
2019-04-05 16:19:07 +03:00
Joonas Rikkonen
8f42801c7a
(2d473d38a) Add RequireAimToUse checks for being logical and for future. Shouldn't have any functional implications in the current version, but we could have RepairTools or Weapons that don't require aiming.
2019-04-05 16:18:52 +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
2d52a8ddf4
(883c460d5) Don't require holding the aim key when using the periscope/controller. Move the RequireAimToUse from Controller component to Item. Change the use and shoot logic accordingly. TODO: fix the camera centering.
2019-04-04 11:07:14 +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
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
e86d86c41f
(9bd8db487) Allow to aim in ladders when not moving.
2019-04-02 12:41:18 +03:00
Joonas Rikkonen
2eaf22683d
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
Joonas Rikkonen
ec7e23061b
(38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider.
2019-04-01 22:47:03 +03:00
Joonas Rikkonen
ddfd7274e9
(d5ea3c7d5) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-03-29 17:24:17 +02:00
Joonas Rikkonen
ca08b803dc
(891ef87c3) Fixed: CrewManager throwing errors if changing resolutions when a crewmember is dead. Added: Scaling of the objective list when changing resolutions
2019-03-29 17:24:02 +02:00
Joonas Rikkonen
d974a5d72f
(3a98135bd) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-03-29 17:21:37 +02:00
Joonas Rikkonen
c0cf060526
(7d7e17231) Implement reversing and make it as an option for attacks. Detach latching with "F" (debug feature).
2019-03-29 17:20:54 +02:00
Joonas Rikkonen
b9574dde2d
(361a8d556) LevelResource fixes:
...
- If collecting the resource doesn't require any items, allow it to be picked up withour a repair tool. Closes #1325
- Fixed deattach timer not being synced (the methods were implemented, but the server never sent any events). Closes #1292
- Fixed ridiculously small mineral colliders that made it hard to hit them with the plasma cutter (body size was not updated when the sprites were changed?).
2019-03-28 18:17:19 +02:00
Joonas Rikkonen
7c8f19ee14
(875de4a5a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-03-27 20:56:29 +02:00
Joonas Rikkonen
86d1102f56
(88961a6ea) Fix wrong spelling: Blatter -> Bladder.
2019-03-27 20:56:01 +02:00
Joonas Rikkonen
6ca760ceda
(93f4e5d57) Allow repair tools to hit structures even if the barrel is inside the structure. Possibly closes #1306
2019-03-27 20:54:40 +02:00
Joonas Rikkonen
63eb4d64e5
f8b0295...0671290
2019-03-18 23:30:58 +02:00
Joonas Rikkonen
23687fbf2f
aeafa16...4d3cf73
2019-03-18 22:57:05 +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
eed7b72b4e
Fixed player-controlled creatures being able to do damage to themselves and RepairTools causing damage to the user regardless of the user's skills.
2018-04-18 15:04:18 +03:00
Joonas Rikkonen
6ddcd65f18
RepairTools can do damage to characters by hitting the collider. Closes #299
2018-03-05 12:34:21 +02:00
Joonas Rikkonen
c803e23c50
Added checks for character removal to a bunch of places. Some of these may not necessary, but at least MeleeWeapon, Projectile and Controller still accessed the user after the user had been removed.
2018-02-28 17:37:20 +02:00
Joonas Rikkonen
064750d99f
Fixed missing RepairTool HitStructure particles & missing ancient weapon beam (+ added hit particles to ancient weapon). Closes #285
2018-02-25 22:43:06 +02:00
Joonas Rikkonen
f2f37b020e
Applied fire extinguisher changes from the command-improvement branch: the repair tool steps through the ray that's used to find firesources in range and collects all firesources along the way instead of just checking the start and end positions of the ray (-> fires are much easier to extinguish now). Closes #274
2018-02-24 17:28:52 +02:00
Joonas Rikkonen
43d6ee5e06
Spark & smoke particle effects when welding or cutting something. Closes #155 .
2018-02-12 11:20:25 +02:00
Joonas Rikkonen
604fc65154
Human AI improvements & fixes:
...
- Replaced item name comparisons with Prefab.NameMatches (-> item names can be changed without breaking the AIs).
- Having an AIObjective set as the current order of the character doesn't automatically cause it to have a high priority. For example, the order to fix leaks has a low priority if there are no leaks to fix.
- AIObjectiveFixLeaks makes sure the character is wearing a diving suit before going to fix a leak. The characters used to run in and out of flooded rooms because the AIObjectiveFindSafety objective would become active as soon as the character entered the room, causing the character to run out, and then immediately run back because they are no longer in immediate danger of drowning, making the FixLeaks objective the most high-priority one.
- Characters attempt to find a room with no water in AIObjectiveIdle even if the character is wearing a diving suit.
- AIObjectiveFindSafety considers flooded rooms dangerous even if the character is wearing a diving suit (-> the character attempts to go into a more dry room instead of happily idling in the flooded one).
- Distance to a hull doesn't decrease its desirability nearly as much in AIObjectiveFindSafety (-> fixes characters not bothering to move into a non-flooded room if it's far away).
- AIObjectiveOperateItem makes sure the item is equipped before using it (-> characters can't weld leaks with the welder in their inventory).
2017-12-21 19:49:26 +02:00
juanjp600
d34c783c30
Removed collision from wall gaps
2017-12-06 13:33:54 -03:00
juanjp600
a0782e5d8d
Blowing up the reactor sets karma to 0, all jobs except assistant require a certain karma level
2017-12-04 17:05:22 -03:00
Joonas Rikkonen
04e3710a65
Renaming fields for consistency
2017-11-14 22:45:22 +02:00