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 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.
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)
commit 7cc231bc51890e7fde50bbac3413328dd7bc5189
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Wed Mar 20 14:23:06 2019 +0200
Fixed server creating network events in Item.Load due to CreateServerEvent calls in some of the ItemComponent properties (e.g. LightComponent.IsOn). Caused syncing problems because the entity spawn events aren't created until the item has been loaded, leading to situations where clients fail to read events because the entity doesn't exist at their end yet (see #1293). TODO: get rid of console errors when attempting to create events during component initialization in the Item constructor.
commit ac1bf32edf125d95d56775e1e8ce54ac7671328c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Wed Mar 20 13:49:55 2019 +0200
Fix Hammerhead attack causing warping. Adjust the targeting priorities.
commit e3e032d7c3a753397269bb4236c1494ab0809004
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Wed Mar 20 13:48:47 2019 +0200
Enemy AI fixes:
- Fix enemies "fleeing" after they have been shot. There was a steering issue when they targeted characters that were inside the sub when they were outside of it
- Fix the previous target resetting too often
- Fix the wall target resetting too often
- Use world positions instead of sim positions where possible, because the sub positions are then taken into account
commit 847cf5ffd9212a542000dbf12332b2c08756579a
Author: Daniel Asteljoki <daniel.asteljoki@gmail.com>
Date: Wed Mar 20 12:00:15 2019 +0200
Remora: added power connection between sub and drone, removed non-scaling hull parts
commit a9c2e8cc124713e90dd44a9adf2fcbb3204b2c4d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Wed Mar 20 11:24:37 2019 +0200
Server sets clients' last received campaign save/update IDs to one before the current up-to-date IDs (instead of zero) when a campaign changes. Zero would get interpreted as a more up-to-date ID if the IDs of the current campaign are close to ushort.MaxValue where the IDs wrap around.
commit 07d82b64e6990eacaf8905aed1a5d7c61224e47d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Tue Mar 19 18:24:01 2019 +0200
Log level inequality error messages & client error reports handled by the server to GameAnalytics
commit 8a2a718a0544d5c1707f10b75498e528a7912726
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Tue Mar 19 16:47:49 2019 +0200
Only update affliction icons every 0.5 seconds (or when switching limb selection in the health interface). Otherwise afflictions can flicker rapidly when the player for example has status effects that cause an affliction's strength to fluctuate around the ShowIconThreshold. Also set the default ShowIconThreshold value to 0.05. Closes#1304
commit 409d4d96ead69028a164274637d23e350acb73fb
Merge: 95169f539 26e89c63d
Author: EdusFF <pitkanen.eetu@gmail.com>
Date: Mon Mar 11 15:13:27 2019 +0200
Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev
commit 95169f53937f9a7e168a884171eaa21ae7f08023
Author: EdusFF <pitkanen.eetu@gmail.com>
Date: Mon Mar 11 15:13:11 2019 +0200
Modified: ServerMessage structure to allow _ ; in player & submarine names
commit 26e89c63dc8da771aea9f09978a630a6cff60a6f
Merge: b7646d06d fb0b821bc
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 11 14:42:44 2019 +0200
Merge branch 'kuraiookami-logicExpantion' into dev
# Conflicts:
# Barotrauma/BarotraumaShared/SharedContent.projitems
commit fb0b821bc97891cdeec8f2c740a12119696393ea
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 11 14:41:21 2019 +0200
Use invariant culture when parsing floats or converting them to strings in signal components
commit f0c8afba934b41358cf5d59a22b87caf33f98a61
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 11 14:00:44 2019 +0200
Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats
commit 674d9ec804fc4770b602d4b09240b08cafc8ccec
Merge: 3ea33fb54 242e2429f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 11 12:01:27 2019 +0200
Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion
# Conflicts:
# Barotrauma/BarotraumaShared/BarotraumaShared.projitems
# Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
# Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
# Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs
# Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs
commit b7646d06d53fb05227276e6286d0e15da5dc9080
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 11 11:37:33 2019 +0200
Re-enabled multiplayer campaign
commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 11 11:28:48 2019 +0200
Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes#1212
commit e8906239c779cf71de694bc65c81058e5cae16ef
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Mon Mar 11 11:12:05 2019 +0200
Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes#1262
commit a30f47fbe47fde4fccb0453c1773a76d730d226b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Mar 10 19:04:59 2019 +0200
Disable audio instead of crashing if no audio device is found. Closes#1214
commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9
Author: Darkwolf <Darkwolf0101@gmail.com>
Date: Mon Jan 21 21:26:57 2019 -0600
Expansion of Barotrauma's logic system.
Changed:
- AdderComponent and children can clamp their output
- Powercontainer signals for charge,charge% and charge rate
Added:
- ColorComponent: Dynamic signals for light set_color inputs
- MemoryComponent: Stores and sends a signal that is edge latched
- DivideComponent: Standard division
- MultiplyComponent: Standard multiplication
- SubtractComponent: Standard subtraction
- XorComponent: Exclusive or
- EqualsComponent: Equals comparison
- GreaterComponent: Greater than comparison
commit 18b4bacd5bb645f36f62e77587af971cb789d37c
Author: Daniel Asteljoki <daniel.asteljoki@gmail.com>
Date: Fri Mar 8 13:04:51 2019 +0200
Added a beginner level sub
commit eef09f7d07cde64d1f2f6971eda733505339a0c0
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 19:05:14 2019 +0200
Remove the old sprite when recreating the sprite.
commit a6c3ce00782882bc14f200f95abab0fa4d5d9a2d
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 19:04:51 2019 +0200
Fix gender specific wearables not refreshing when we change the gender.
commit f606b801dac9e4cbb4238506ff4d73981709a2f8
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 18:42:14 2019 +0200
Move some console commands from the shared project to the client. These should not be debug only, because they might be useful for modders too.
commit 154251c183eacf37e92fa7b27bb6d57bb15797d8
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 14:42:22 2019 +0200
Disable latchonto ai for now.
commit bdbcef41bfbc42beeb2d942e7db431b8ab627f1c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 13:31:02 2019 +0200
Simplify the sprite related commands.
commit 49c8e1cd01953ae31cff99bf35432ab887b45d62
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 13:05:20 2019 +0200
Rename "Reload Texture" button as "Reload Sprite", because it actually reloads both the xml and the texture. Add the button text into the localization file.
commit 84f58d9e0bb46f29412f936d569348e46227c9d5
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 12:50:51 2019 +0200
Add the option to reload xml/texture/both for items when they are hovered over with the mouse. dry.
commit 732084c044e6a2c220cee8d5c1d9b5e4ce05587d
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 12:48:49 2019 +0200
Fix the sprite name of the right hand in the assistant job gear.
commit 30344369d7e87a17312cc839f195c36c77c4a3b2
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 12:26:20 2019 +0200
Fix ReloadXML failing when multiple source elements are found.
commit ddb6fb48b6e0789b18a1ea889dcdf408fcbb5b12
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 11:47:13 2019 +0200
Fix damagemodifier multiplier not applied on particles if no sound is played.
commit 41206013be41d240b12dad48f4ddaba9b072742b
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 7 11:46:22 2019 +0200
Fix engigear lower arm sprite name.
commit 8ce938305206ca65aeb00515639e799d9f2fd526
Merge: e6166d2ef 61703e8af
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Wed Mar 6 18:53:36 2019 +0200
Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev
commit e6166d2ef24489bac6f217211849884013dbf4e6
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Wed Mar 6 18:53:30 2019 +0200
Implement husk sprite overlays as wearables. Add new husk injector (wip).
commit 367c4f5b3784c65c3c26807dd6c10e837960c6bb
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Wed Mar 6 18:52:15 2019 +0200
Add console commands for changing the gender and race of the character.
commit 61703e8af274c8f5d9e05575ebaf13c9bde8855f
Author: Iiro Enges <iiro@fakefish.fi>
Date: Wed Mar 6 17:47:09 2019 +0200
Refined environment item scales and colors