Commit Graph

47 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
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
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
5dc31c213f ad0bbaf...7245c72
commit 7245c721339885d062567befc052a592391b3b4a
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 10 15:22:31 2019 +0200

    Fixed StatusEffects only applying afflictions to one limb even if the target is "Character" instead of "Limb", added a subtle screen distortion effect to heavy radiation sickness. Closes #1256

commit e0db27e62ec9546fd4b182a0cc97f7e5830645ae
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sat Mar 9 21:53:51 2019 +0200

    Fixed WrapText adding unnecessary spaces after every line break. Closes #1215

commit 988bc58d51c195ad9265b84a1e97e0101cd3f808
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sat Mar 9 21:12:50 2019 +0200

    Fixed crashing when attempting to create a body for a wall section that's less than 1 unit long (e.g. if a wall that's just slightly longer than the wall section size receives damage).

commit 8c31157425a9e2ec02312618d1bfa359ab3ee87d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sat Mar 9 20:30:44 2019 +0200

    Fixed clients being unable to toggle the respawn shuttle on/off

commit a4ccb039219830efe9cd305c26942dda1bd04e9c
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sat Mar 9 19:33:22 2019 +0200

    Fixed inability to select the respawn shuttle as a client host

commit b89b2d2c282d8c74d7ccd37b3f29dcab51eff680
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sat Mar 9 19:32:41 2019 +0200

    Made it possible to edit the style of the ListBox under GUIDropDowns, increased the opacity of the listbox to make the contents more readable when there's text behind it

commit 8f6d9aef3d637fe37a18c78f4b15ef8fd266374e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sat Mar 9 18:11:23 2019 +0200

    Fixed NetLobbyScreen not showing the names of the submarines the client doesn't have
2019-03-18 22:39:57 +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
1f5239b141 Horizontally resizeable walls are considered horizontal regardless of their size (and the same for vertical ones). Fixes orientation of short but thick walls (e.g. a tiny piece of a heavy wall) being wrong. Closes #648 2018-08-13 14:55:26 +03:00
Joonas Rikkonen
b309b45246 Fixed entity ID mismatches and desync kicks caused by gap creation/removal in Structure.SetDamage. Creating the gaps on damaged walls wasn't guaranteed to happen in the same order client-side as on the server, causing the IDs to get assigned mismatching IDs and in some cases also affecting the IDs of other types of entities (see #528).
Now the structure gaps simply don't have IDs. They're never accessed by ID so I don't think there's the need to make the creation/removal go through entityspawner.
2018-07-25 17:34:10 +03:00
Joonas Rikkonen
89b26008a6 Projectile damage range is set to the radius of the item's collider if the range is not given in the xml. Structure.AddDamage uses the edges of the sections to calculate the distance to a damage source, i.e. the damage area only has to "touch" the section to do damage. Closes #479 2018-07-16 15:44:26 +03:00
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
itchyOwl
7d31f0cdb6 Add a backing field with the default value Vector2.One for TextureScale. Clamp the values between 0.01 and 10 to keep them sensible. 2018-04-09 16:16:17 +03:00
itchyOwl
22c3af6af6 Enable editing of the texture scale of the structures. 2018-04-06 16:07:17 +03:00
Joonas Rikkonen
738910e123 Fixed being able to gain karma by welding fixed walls 2018-03-09 12:47:14 +02:00
Joonas Rikkonen
98d0f42510 Fixed structure impact damage sounds. Character colliders caused the impact sounds to be triggered almost constantly, but the sounds were not played at the world position of the structure, causing them to only be heard inside ruins (whose positions are the same as worldpositions). 2018-01-26 17:25:22 +02:00
Joonas Rikkonen
d1bb33be78 Cutting/repairing holes in walls is logged, fixed gaps emitting drip particles even if there's no water in either hull. Closes #139 2018-01-09 19:50:55 +02:00
Joonas Rikkonen
85d76989c9 Tweaked structure gap logic to make smaller leaks more common. Walls now start leaking after taking >10% damage, and initially only emit smaller "drip particles". 2018-01-09 14:24:15 +02:00
Joonas Rikkonen
7187c277e7 Merge branch 'master' into moStuff 2018-01-09 10:38:06 +02:00
Alex Noir
32a2b38112 Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
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!
2017-12-30 13:46:59 +03:00
Joonas Rikkonen
fe54b75117 Fixed modified structure colors not being cloned. Closes #212 2017-12-29 15:32:08 +02:00
Joonas Rikkonen
a5d2dd37f4 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2017-12-26 20:04:47 +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
juanjp600
07626a1989 Merge branch 'master' of https://github.com/Regalis11/Barotrauma
Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
2017-12-20 19:46:53 -03:00
Joonas Rikkonen
dde320b387 Merge pull request #101 from Crystalwarrior/moRags
Body shoulder-grab, better CPR anims, CPR and Crit overhaul!
2017-12-20 19:37:38 +02:00
Joonas Rikkonen
eedc3ffe49 Fixed submarines bouncing on other submarines that are laying on the ocean floor (see #152). + Reduced the cap of ice and structure damage particles per impact.
TODO: the same thing for characters (and items?)
2017-12-18 20:23:03 +02:00
Alex Noir
1e5b25bd1a Merge branch 'master' into moRags 2017-12-17 22:41:45 +03:00
Alex Noir
714b52dce8 Fixed several sound-related issues that have been bothering me for ages, e.g.
* Sounds not playing when the structure is fully destroyed
* Glass windows using wrong sound effects
* Only one glassBreak sound was used despite there being 3
2017-12-17 18:05:05 +03:00
juanjp600
1cb39f7fd5 Fixed some inconsistencies and oddities in physics-handling code
I'm not sure if this fixes or breaks anything, but it's worth a shot.
2017-12-15 18:11:00 -03:00
Alex Noir
141214eadc Fix infinitely repairing karma by welding fixed hulls 2017-12-14 19:08:17 +03:00
juanjp600
d34c783c30 Removed collision from wall gaps 2017-12-06 13:33:54 -03:00
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
63493d2b9d Added a Character.AddDamage override method that does damage to a specific limb instead of the limb closest to the source of the damage. Projectiles and melee weapons now always do damage to the limb they hit, even if the center point of some other limb happens to be closer.
Also refactored the IDamageable interface to make more sense; now the attacker has to be a character instead of an IDamageable and damageable classes don't need to have an AiTarget.

Closes #69
2017-12-05 18:03:00 +02:00
juanjp600
a0782e5d8d Blowing up the reactor sets karma to 0, all jobs except assistant require a certain karma level 2017-12-04 17:05:22 -03:00
juanjp600
2347f2937e Improved revolver hitreg, shooting structures affects karma, fixed 5th server being blocked in server list
Closes #70
2017-12-04 12:39:27 -03:00
Joonas Rikkonen
08cf902cb8 MapEntityPrefabs are deserialized using SerializableProperty 2017-11-15 19:01:55 +02:00
Joonas Rikkonen
04e3710a65 Renaming fields for consistency 2017-11-14 22:45:22 +02:00
Joonas Rikkonen
5f4bf48449 Replaced instances where MapEntityPrefabs are searched for based on the name with a static Find method that takes the aliases of the prefabs into account. 2017-11-14 21:40:43 +02:00
Joonas Rikkonen
d072713936 Replaced manual rect parsing in a bunch of places with an extension method 2017-11-14 21:09:07 +02:00
Joonas Rikkonen
913a102591 Option to set aliases for StructurePrefabs 2017-11-14 21:04:49 +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
1ff2054ca8 Converted the GetAttribute methods in the ToolBox class to extension methods 2017-10-04 18:38:40 +03:00
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