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
+ Made Limb.pullJoint private. Now it can only be accessed by properties of the Limb, and there's some error checks in place to prevent WorldAnchorB from being set to an invalid value.
Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
- Explosions can sever limbs even if the target character is dead. Now explosive projectiles can explode creatures into pieces even if the creature dies of the initial projectile impact and not the explosion.
- Disabled blood particles on carriers and fractal guardians.
https://puu.sh/yQ8fs/61e12f15c6.webm
TODO: Get rid of the "damagesoundtype" system and replace it with simple "tag" checking to allow customizability from content pack side
Fix damagemodifier sounds never being played (I've never once heard LimbArmor play on anything but mantis)
- Armor values aren't reduced from the damage taken, but instead multiply the damage (e.g. an item reduces damage by 10% instead of 10 hp). Now armor doesn't make characters invulnerable to small amounts of damage.
- Armoring isn't defined as a single "armor value", but instead there are "damage modifiers" which can be added to items and limbs. The modifiers can only affect specific types of damage and have separate multipliers for the damage amount and bleeding amount.
- Having a fire proof item on a limb doesn't make that limb invulnerable to burn damage. Item's that protect against fire now have a damage modifier for the Burn damage type.
- 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