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
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
965a378f0e
(5d67aa3f5) Merge remote-tracking branch 'origin/dev' into enemy-ai
2019-03-25 19:50:58 +02:00
Joonas Rikkonen
fd5d2b86af
(a97ef2847) AI improvements: - Fix steering issues when attacking (yet again): We still have to offset the sim positions. - Fix the steering vector when escaping from the enemy that is inside the sub. - Enemies can now navigate out from the sub, when escaping. - Fix door tag not being used when targeting items. Change the priority boosts considering doors. Should now entirely ignore the outer doors when inside and inner doors when outside. - Change the way enemies react to characters that are not in the same sub. Halve the priority when the character is not in the same hull. Add some boost to the priority when escaping.
2019-03-25 19:50:02 +02:00
Joonas Rikkonen
19d5ed5d66
(14f26adfa) Take the position of a sub's docking port into account when determining where to place outposts. Humpback's docking port for example is 600 units to the right from the sub's centerpoint, which prevented it from docking in some levels because the left side of the sub hit the wall at the left side of the outpost. Closes #1028
2019-03-25 19:49:48 +02:00
Joonas Rikkonen
5ec6a7fba9
(325184804) Fix distance based attacks not registering if they hit a submarine.
2019-03-25 19:49:05 +02:00
juanjp600
13fcf6f166
(27eca7ad9) Some network optimization: - Don't create network events for hulls that are very far from all clients (e.g. ruin hulls). - Don't create network events for triggers that are set to limit the triggerer's velocity when there are no triggerers.
2019-03-25 10:58:07 -03:00
juanjp600
733271ea2e
(fd1ee0c02) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-03-25 10:57:44 -03:00
juanjp600
991639709c
(2da6c898b) Added 'pretty' merge script
2019-03-25 10:57:38 -03:00
juanjp600
94c1b29beb
(9a13b4418) Hull syncing fixes: - Don't let clients decrease the size of FireSources below zero. May happen because clients are allowed to predict changes in the size (correcting the values when receiving updates from the server), but not remove the fires if their size is too small. - When using the fire/water command, the clients used to simply discard hull updates from the server if fire/water had been edited within 0.5 seconds (to prevent the state from reverting back to previous one when receiving an update). This occasionally caused the fires/water to get out of sync if the server didn't send additional updates after the 0.5 delay. Now the clients will simply correct the hull to the last known server state after the 0.5 second delay.
2019-03-25 10:57:18 -03:00
Joonas Rikkonen
044fd3344b
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Joonas Rikkonen
8e556f1c76
- Renamed a bunch of ObjectProperty-related stuff (ObjectProperty -> SerializableProperty, IPropertyObject -> ISerializableEntity, the "SerializableProperty" attribute -> Serialize).
...
- Rectangle serialization.
- Option to restrict numeric properties to a range of values.
- WIP generic ISerializableEntity editor.
2017-11-08 21:15:03 +02:00
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