Commit Graph

27 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
0d0bf022b0 (20b8797d8) WIP los effect improvements to prevent weird-looking shadows at spots where two wall pieces meet 2019-04-01 14:25:04 +03:00
Joonas Rikkonen
4cb3469c4f (8f9250974) Fix spritesheet orientation offestting the joint widgets in the wrong direction, which made it a bit difficult to use. 2019-03-27 20:54:00 +02:00
Joonas Rikkonen
080ac78ded (5c35a640e) Update tutorial-rework with dev 2019-03-27 20:52:47 +02:00
Joonas Rikkonen
3f82c9a2cb (f417b026f) Fetched: Changes for playing video tutorial from local branch 2019-03-27 20:45:14 +02:00
Joonas Rikkonen
bb17463aae (f5be65240) Optimized explosions a bit, toned down wall damage effect when the wall has a small amount of damage. 2019-03-27 11:30:33 +02:00
Joonas Rikkonen
77a07a95af 1473f77...ece6ead
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.
2019-03-23 19:22:13 +02:00
Joonas Rikkonen
c78546b5f4 a75a560...814f6c9
commit 814f6c9dd4d48b3931e1d3bcb1918ff79324c1d4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Mar 20 19:33:18 2019 +0200

    Fixed multiplayer campaign setup UI showing the client's subs instead of the server's (see #1311)

commit 4a3e485dea85aa21037b13fd1b86af4a4ec1a5fd
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 19:16:17 2019 +0200

    Move new texts in the end of the localization file.

commit 5a8af99afe5aad0b2f5343ca6f923d8c7eb19e68
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 19:05:43 2019 +0200

    Recreate the editing gui window when resetting the entities with the "resetall" command.

commit 0048e6dcb9699e5b1e434ace867bc8f426cdae28
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 19:04:42 2019 +0200

    Fix resetting to prefab.

commit 88be0923761f5ac2c895364c8ad0e11fe9a66576
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 18:40:13 2019 +0200

    Fix item components not being loaded properly.

commit 6f970d54ed800eff25ae3643b03c0020336c8621
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 18:21:25 2019 +0200

    Add a console command for resetting all items and structures to the prefabs.

commit bd561ef43391a2e4251bef18a8738b233f540961
Merge: e8843c30c a75a56088
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 17:47:14 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

commit e8843c30cdb966832236ec361494e4c886130590
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 17:46:38 2019 +0200

    Implement item and structure instance resetting to prefab. Add buttons in the subeditor. Allow to save the msg text in the editor.
2019-03-20 19:42:17 +02:00
Joonas Rikkonen
63eb4d64e5 f8b0295...0671290 2019-03-18 23:30:58 +02:00
Joonas Rikkonen
110d803b78 5d2c9f2...bdbcef4
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
2019-03-18 22:31:14 +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
9a8f13140e Cherry-picked [ab78991]: Rendering tiled sprites with scaling works correctly now (I think?), added option to edit the offset of structure textures 2018-04-17 14:06:40 +03:00
Joonas Rikkonen
607acb6e8a Fixed wall sections being rendered incorrectly if texture scale is changed, fixed gaps between tiles due to the width/height of the tile being rounded down as a result of texture scaling 2018-04-10 22:28:14 +03:00
itchyOwl
22c3af6af6 Enable editing of the texture scale of the structures. 2018-04-06 16:07:17 +03:00
itchyOwl
b86b8cd377 Use a single method with optional parameters for drawing tiled textures. 2018-04-06 11:54:41 +03:00
Joonas Rikkonen
87d987037f The alpha cutoff of partially damaged structures is clamped above 0.2. Now the damage effect is always visible on walls that have received any damage. 2018-01-12 15:43:34 +02:00
Juan Pablo Arce
c2e2f0ca8d Fixed damageshader color parameter being optimized out
color is a parameter for the main function
2017-12-31 19:19:34 -03:00
Joonas Rikkonen
65d6071378 Fixed damageshader ignoring sprite colors. Closes #212 2017-12-30 04:51:39 +02:00
Joonas Rikkonen
bc6c828a14 Option to make limb attacks do damage based on contact with physics bodies instead of distance. Attacks also do damage to all sections of a structure that are within damage range. Closes #108 2017-12-26 20:02:33 +02:00
Joonas Rikkonen
0b603ba10b Fixed particles in water being drawn under ruin structures (making it seem like plasma cutters aren't working), fixed all structures having the default health of 100 because of mismatching parameter name (Health vs MaxHealth) 2017-12-05 22:30:24 +02:00
Joonas Rikkonen
765587efd7 Renamed screens (EditMapScreen -> SubEditorScreen, EditCharacterScreen -> CharacterEditorScreen) 2017-11-18 15:13:03 +02:00
Joonas Rikkonen
f7298c241e Progress:
- Input fields for vectors & colors in SerializableEntityEditor.
- SerializableProperty tooltips.
- GUINumberInput supports floats.
- EditingHUD for structures (atm the only editable property is the color of the sprite)
2017-11-12 20:24:11 +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
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