Commit Graph

22 Commits

Author SHA1 Message Date
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
aeeacf6779 (932f9d67b) Fixed wire connections that have been done mid-round not working properly. Closes #1371 2019-03-31 19:13:39 +03:00
Joonas Rikkonen
6fd4d14497 (8b8693dbf) Allow editing selected wires in wiring mode, made connection panels a little less transparent. Closes #1329 2019-03-26 17:34:35 +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
898e8dfdb1 Added a property for locking connection panels (better than the old hacky way of changing the required item to something else). Locked panels can still be rewired in the sub editor. Closes #679 2018-08-20 20:12:33 +03:00
Joonas Rikkonen
cafcc76064 Fixed wall-attached sections of a wire not rendering when the item is being rewired outside the sub 2018-08-02 16:55:37 +03:00
Joonas Rikkonen
60a563fe75 EntityEvent fixes:
- Clients wait for midround syncing to finish before applying the remote state to connection panels and inventories (because the wires connected to the connection panel or items in the inventory may not exist before the EntitySpawner events have been received).
- Server writes 0 as the projectile ID if the projectile doesn't exist anymore when a Turret event is sent.
- More info in networkevent error messages.
2018-07-30 13:35:26 +03:00
Joonas Rikkonen
e0455caaaa Cherry-picked 869b725 from dev 2018-07-18 11:49:36 +03:00
Joonas Rikkonen
dcb6de32c0 Some more hard-coded text removal 2018-01-31 19:01:48 +02:00
Joonas Rikkonen
78c13ddb42 Wire selection fixes:
- Fixed MathUtils.LineToPointDistance returning NaN if both points of the line are at the same position, preventing from selecting some wire nodes in the wiring mode.
- Added an indicator that shows when a node is highlighted.
- Wire nodes a higher preference for being highlighted than wire sections. Makes it easier to select nodes that are on top of another wire.

Closes #215
2018-01-01 15:04:53 +02:00
Joonas Rikkonen
bb987676ca Improved PowerTransfer logic. The PowerTransfer components cache all the connections that are connected to the item (directly or via another item) and only recalculate them when changes are done to the wiring. Signals received by the PowerTransfer component are relayed directly to the recipients instead of stepping through all the wires and junction boxes in between.
Fixes stack overflow exceptions caused by signals looping between junction boxes and improves performance because the layout of the power grid doesn't have to be calculated every frame and the wire connections don't have to be rechecked when sending a signal. Closes #222
2018-01-01 14:59:40 +02:00
Alex Noir
bdeb3a19fd Updated server logs so admins can see disguised persons
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.
2017-12-16 20:24:24 +03:00
Joonas Rikkonen
847e10d4a2 Fixed wires not being dropped server-side when a player drops a connected wire without dragging it to their inventory first (or client-side when a host does so).
Closes #96
2017-12-13 18:34:23 +02:00
Joonas Rikkonen
765587efd7 Renamed screens (EditMapScreen -> SubEditorScreen, EditCharacterScreen -> CharacterEditorScreen) 2017-11-18 15:13:03 +02:00
Joonas Rikkonen
96a64d45dc Moved MapEntity saving methods to the shared project (the server needs to be able to save subs in the campaign mode) 2017-08-30 18:09:48 +03:00
Joonas Rikkonen
61b90464dd Playing whack-a-mole with the interaction logic again:
- Fixed server keeping clients focused on entities until they report focusing on something else. This allowed clients to interact with the entity they previously focused on, even if they weren't anywhere near anymore.
- Checking if clients are allowed to focus on an entity before letting them do so (!!!).
- Server doesn't highlight entities when a client focuses on them.
- Characters can interact with a wire if they've selected either of the items it's connected to.
2017-07-26 21:03:21 +03:00
Joonas Rikkonen
286c1ad950 Fixed crashing when a client clears connections of a wire (because the logging attempted to access Character.Controlled instead of the client's character), fixed the (completely broken) ConnectionPanel.ServerRead 2017-07-25 21:27:22 +03:00
Joonas Rikkonen
575b643c62 Added "user" parameter to Inventory.PutItem and Inventory.TryPutItem. + More descriptive wiring logging: the logs don't list all the wires in a connectionpanel but only the changes a player does to the wiring. Disconnecting wires by picking them up and wiring done by the host are also logged now. 2017-07-17 23:27:31 +03:00
Joonas Rikkonen
64ad5e5003 Removed unnecessary using directives 2017-07-05 18:35:09 +03:00
juanjp600
4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- 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
2017-06-27 09:52:57 -03:00