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
- Downscaled lightmap, since blurring will make this unnoticeable anyway
(TODO: make this optional)
- Render LOS in fewer passes by using a shader
- Use light volume to calculate LOS
- This also means we can use the override texture to render the diving
suit obstruct effect
- Don't render bunks and labels onto LOS background (TODO: add the
option to render back into the LOS background, i.e. just use
multiplicative blending as if it was the lightmap)
- Prefer SpriteSortMode.Deferred over all others, prefer
SamplerState.LinearClamp/PointClamp over all others
- Remove shader blur in favor of geometry blur (TODO: improve on this
further, right now it has a few artifacts)
- Trim light volumes
- Do some weird shit with the background particles (use DrawTiled
instead of relying on SamplerState.LinearWrap, because that's faster
somehow :/ )
- Pressing up/down in the console only returns a typed command now
- Name tags on characters that are outside the camera view are automatically hidden to avoid the costly visibility checks.
- If the controlled character or the target has no head, the visibility check is done based on the position of the torso.
- Fixed sub->outside visibility checks.
- Fixed invalid attributes in the flashlight config.
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.
This only affects "DisplayName". The reason why I can't completely override the .Name for the client from server is due to how crew manifest and CharacterInfo classes are handled - it would require a major rework of many Character-related systems and interactions to truly make this "hack-proof".
Server hosts will have to stay on their toes I guess.
- 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