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 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
+ Made Limb.pullJoint private. Now it can only be accessed by properties of the Limb, and there's some error checks in place to prevent WorldAnchorB from being set to an invalid value.
- Changed crash severity from Error to Critical.
- Exception handling when loading submarine preview images.
- Checking if position is valid in Ragdoll.SetPosition.
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!
https://puu.sh/yQ8fs/61e12f15c6.webm
TODO: Get rid of the "damagesoundtype" system and replace it with simple "tag" checking to allow customizability from content pack side
Fix damagemodifier sounds never being played (I've never once heard LimbArmor play on anything but mantis)
- 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