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.
+ 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