commit 483f2ad4fd9d91b9763d25df592a899cdf39ba67
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Mar 24 19:19:01 2019 +0200
Instead of making coilgun bolts continuously deteriorate to give them a lifetime of 5 seconds, simply create a delayed status effect that removes them after 5 seconds of being launched.
commit 00b8d48d4d1d933e76a6c0d7df5320c50dc0a07d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Mar 24 19:16:40 2019 +0200
Wait at least 0.15 seconds before creating a new condition update event for an item. Some rapidly deteriorating items (e.g. coilgun bolt, faraday artifacts) would otherwise cause new events to be created at an excessively high rate.
commit 84e6948a4898dd040b2a84eb5f1ad97c20dfc69f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Mar 24 19:14:58 2019 +0200
Server can send multiple network event packets per update if there's too many events to fit in one packet (up to 4 packets per update).
commit 40797e91d67f965ac6d292367fef5386214abbdb
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Mar 24 17:34:49 2019 +0200
NetEntityEvent changes:
- Don't restrict the number of events per message, but instead write as many events as the packet can fit (up to a maximum of 1024 bytes to leave some space for other types of data (event IDs, chat messages and such)).
- Decrease the delay after which events can be resent (RTT * 1.5 -> RTT).
commit bfefbb5d7da3ce6a5fe9cb7ff733ec5df37a8a15
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Mar 24 14:31:03 2019 +0200
Fixed FixDurationLowSkill & FixDurationHighSkill parameters in Repairable being case-sensitive, causing almost none of the xml values to be used. + Moved client-specific repairable methods to the client project, and server-specific to the server project.
commit 311f67c6c6b8d2cd9f4f4ca820e42316938c4f17
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Sun Mar 24 14:09:10 2019 +0200
Fixed "trying to add a dead character to crewmanager" errors when attempting to revive a character killed by some other affliction than internal damage, bleeding or burns. Closes#1341
commit 7cc231bc51890e7fde50bbac3413328dd7bc5189
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Wed Mar 20 14:23:06 2019 +0200
Fixed server creating network events in Item.Load due to CreateServerEvent calls in some of the ItemComponent properties (e.g. LightComponent.IsOn). Caused syncing problems because the entity spawn events aren't created until the item has been loaded, leading to situations where clients fail to read events because the entity doesn't exist at their end yet (see #1293). TODO: get rid of console errors when attempting to create events during component initialization in the Item constructor.
commit ac1bf32edf125d95d56775e1e8ce54ac7671328c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Wed Mar 20 13:49:55 2019 +0200
Fix Hammerhead attack causing warping. Adjust the targeting priorities.
commit e3e032d7c3a753397269bb4236c1494ab0809004
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Wed Mar 20 13:48:47 2019 +0200
Enemy AI fixes:
- Fix enemies "fleeing" after they have been shot. There was a steering issue when they targeted characters that were inside the sub when they were outside of it
- Fix the previous target resetting too often
- Fix the wall target resetting too often
- Use world positions instead of sim positions where possible, because the sub positions are then taken into account
commit 847cf5ffd9212a542000dbf12332b2c08756579a
Author: Daniel Asteljoki <daniel.asteljoki@gmail.com>
Date: Wed Mar 20 12:00:15 2019 +0200
Remora: added power connection between sub and drone, removed non-scaling hull parts
commit a9c2e8cc124713e90dd44a9adf2fcbb3204b2c4d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Wed Mar 20 11:24:37 2019 +0200
Server sets clients' last received campaign save/update IDs to one before the current up-to-date IDs (instead of zero) when a campaign changes. Zero would get interpreted as a more up-to-date ID if the IDs of the current campaign are close to ushort.MaxValue where the IDs wrap around.
commit 07d82b64e6990eacaf8905aed1a5d7c61224e47d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Tue Mar 19 18:24:01 2019 +0200
Log level inequality error messages & client error reports handled by the server to GameAnalytics
- Add support for some of the most common types (vectors, colors, rects) so there's no need to parse the values in the setters of the serializable properties (see Holdable.HoldPos for example).
- Make a generic version of the item editing HUD that can be used on any IPropertyObject. Should make it easier to implement things like the character editor, editing structure properties, particle editor, etc.
- Improve the interface of the editing HUD. Instead of having to type in a string value into a textbox, there should be number input fields for numeric properties, sliders for properties that only accept a range of values, a color picker, etc. And tooltips.
- 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