juanjp600
0e9c20c666
Case-sensitivity checks on Windows
...
Should prevent "TigerThresher" from happening again.
2016-11-10 21:45:59 -03:00
Regalis
b4515367f2
v0.5.3.4
2016-11-10 21:02:35 +02:00
Regalis
b371e8d600
Made the tutorial a bit easier: the windows broken by the moloch leak much more slowly and pressure doesn't reach lethal levels in the command room
2016-11-10 19:54:13 +02:00
Regalis
e6356a7516
Updating wire sections when moving nodes in the editor
2016-11-10 19:44:48 +02:00
Regalis
8a8b9ca0fc
Re-registering to master server if the server has timed out
2016-11-10 19:44:19 +02:00
Regalis
a18630c0b3
Fixed tutorial sub spawning twice
2016-11-10 19:34:47 +02:00
Regalis
8d1db582ad
Fixed flickering lights
2016-11-10 17:46:46 +02:00
Regalis
4bb8531775
Moving dummycharacter collider to cursor pos in the editor (-> dropped items are positioned correctly)
2016-11-10 17:21:30 +02:00
Regalis
50a770a2a6
v0.5.3.3
...
+ removed unnecessary EventInput code from the linux build, null check before disposing sprite texture
2016-11-09 21:01:38 +02:00
Regalis
f3bea2702b
TigerThresher -> Tigerthresher
2016-11-09 20:00:31 +02:00
Regalis
17a7cb70ed
Resetting character position to the server pos if the difference between the positions is large enough
2016-11-09 19:58:05 +02:00
Regalis
e1c2cd4d53
Networked characters can climb ladders without joining the Europan Space Program
2016-11-09 18:17:04 +02:00
Regalis
ac65a431a8
Merge branch 'master' into new-netcode
...
Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Items/Components/Signal/Wire.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Items/ItemInventory.cs
Subsurface/Source/Networking/GameServer.cs
2016-11-09 17:58:56 +02:00
Regalis
9eaca68cea
Clients move their saved local positions if they don't match the servers position (instead of immediately snapping to the latest server position)
...
TODO: prevent ladders from sending the character flying, some safeguards in case positions are way off
2016-11-09 17:43:23 +02:00
Regalis
d017817878
Updating wire sections if the wires are moved during loading
2016-11-09 16:23:48 +02:00
Regalis
e3cd19b781
Wire rendering optimization (angles & distances between nodes are only calculated when adding/removing nodes)
2016-11-08 22:22:49 +02:00
Regalis
adf19869c2
- ItemContainers whose bodies are disabled don't set the positions of the contained items each frame (only once when the item is placed in the container)
...
- ItemContainers maintain a list of statuseffects that need to be applied on the contained items instead of constantly rechecking each item
- deactivating ItemContainers if they have no body and there are no statuseffects to apply
2016-11-08 21:22:09 +02:00
Regalis
1617cd8f7a
Item/statuseffect optimization:
...
- PowerTransfer components cache power connections instead of rechecking them every frame
- items store connections in a dictionary with the name of the connection as a key (-> finding the correct connection when sending a signal is more efficient)
- storing item tags & StatusEffect targetNames in HashSets
2016-11-08 21:14:29 +02:00
Regalis
1dc08b3019
Added collider to humanhusk.xml, disabled the "zoom effect" when under pressure as a huskified human
2016-11-08 20:15:59 +02:00
Regalis
cd5c72eff2
Number of children in the debugconsole listbox limited to 200 (prevents framerate drop if adding tons of messages)
2016-11-07 20:45:23 +02:00
Regalis
f412a8334b
v0.5.3.2
2016-11-07 19:48:37 +02:00
Regalis
f259f3fba4
Limiting character movement when collider isn't upright (can't run at full speed if lodged in some tight space), hack-ish way of moving the collider of a character that's being dragged
2016-11-07 18:52:36 +02:00
Regalis
8c3c6355a4
Larger coelanth collider, increased charybdis' attack range
2016-11-07 18:47:40 +02:00
juanjp600
cd8c927800
Sync InputType.Select
2016-11-06 18:15:13 -03:00
Regalis
f4a942414d
More efficient culling, workaround for null exception in CombatMission.GetTeamName
2016-11-06 19:41:32 +02:00
Regalis
bddc673fed
Mapentity visibility culling based on their parent sub (-> subs outside the camera view aren't rendered)
2016-11-06 18:59:05 +02:00
Regalis
de3966ae95
- character colliders stay enabled when the character is unconscious/stunned (prevents getting stuck inside walls when the collider is re-enabled)
...
- can't climb over obstacles if the contact point is above the center of the character collider
- higher "obstacle climbing velocity"
- limiting collider velocity when dragging another character
2016-11-06 18:56:03 +02:00
juanjp600
160eff85d0
Input fast-forward/catchup when standing still for 15 frames
...
Also made position correction work based on linear velocity so running doesn't make you twitch nearly as much.
2016-11-06 13:43:53 -03:00
Regalis
92985f3ed9
Position updates not sent for subs docked to the second main sub
2016-11-06 16:56:05 +02:00
Regalis
e15f5f5040
Moving a wire outside the sub doesn't reset connections or nodes in the editor
2016-11-06 15:58:34 +02:00
Regalis
fa6bf60032
Combat missions don't reset the "allow respawn" setting
2016-11-06 15:57:28 +02:00
juanjp600
fae2dc2536
Can compile again
...
Let's hope it's not too broken.
2016-11-05 18:55:11 -03:00
juanjp600
f0acf69065
Merge remote-tracking branch 'barotrauma/master' into new-netcode
...
# Conflicts:
# Subsurface/Properties/AssemblyInfo.cs
# Subsurface/Source/Characters/AI/EnemyAIController.cs
# Subsurface/Source/Characters/AICharacter.cs
# Subsurface/Source/Characters/Character.cs
# Subsurface/Source/Items/Components/Signal/Connection.cs
# Subsurface/Source/Items/Item.cs
# Subsurface/Source/Map/Structure.cs
# Subsurface/Source/Networking/GameClient.cs
# Subsurface/Source/Networking/GameServer.cs
# Subsurface/Source/Screens/NetLobbyScreen.cs
2016-11-05 18:18:20 -03:00
juanjp600
35dafc4792
Merge remote-tracking branch 'barotrauma/master' into new-netcode
...
# Conflicts:
# Subsurface/Source/Characters/Character.cs
# Subsurface/Source/Items/Components/Machines/Steering.cs
# Subsurface/Source/Map/Structure.cs
# Subsurface/Source/Networking/GameClient.cs
# Subsurface/Source/Networking/GameServer.cs
2016-11-05 18:09:44 -03:00
Regalis
a32198ff80
v0.5.3.1
2016-11-04 16:27:53 +02:00
Regalis
1e61e815b8
Changes for linux version
2016-11-03 20:11:56 +02:00
Regalis
c3b3d57b57
Fixed brainfart, asserting that structure and wallsection rects have non-negative dimensions
2016-11-03 19:09:14 +02:00
Regalis
505b4f5f1a
The sprites of structures with no body are flipped correctly
2016-11-03 18:24:03 +02:00
Regalis
8f646a2723
- fixed dummy location generation crashing the tutorial
...
- gameserver handles exceptions thrown when instantiating a new gamesession
- fixed screwdrivers (and other items that can be held in either hand) going into both hand slots when equipping by double clicking
2016-11-03 18:22:45 +02:00
Regalis
799efd8474
- attempt to fix "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" exceptions (the game tries forcing focus to the window and running GameMain again, and if that doesn't help, disables hardware mode switching)
...
- messages can be added to debugconsole before it's initialized
2016-11-02 20:38:55 +02:00
Regalis
8011aecb31
Autorestart countdown is reset and the start button re-enabled if an exception is thrown when starting a new round, "restarting in X seconds" clamped over 0, added resolution & window mode to crash reports
2016-11-02 18:00:37 +02:00
Regalis
95937694f4
Colliders can "climb" over small obstacles
2016-11-02 17:14:57 +02:00
Regalis
3cc807605e
Wires can be dragged from a connection panel to the inventory without dropping them, wire connections & nodes are cleared when taking the wire outside
2016-11-02 14:40:05 +02:00
Regalis
19683e749d
Waypoint generation fix (submarine collider is ignored when doing visibility checks), regenerated waypoints in vanilla subs
2016-11-01 19:06:33 +02:00
Regalis
1b818b6422
Fixed timestep logic is disabled during loading (less choppy loading screens & no pause at the start of the game), damageable structures visible in LOS again, footstep sound tweaking
2016-11-01 19:05:09 +02:00
Regalis
9b29c52a1b
Removed redundant data from AICharacter update messages, fixed startlocation name being shown for endlocation on nav terminals
2016-10-31 21:01:01 +02:00
Regalis
eb2c51c2f1
Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method)
2016-10-31 20:50:20 +02:00
Regalis
5cc605bc01
Dust particles are drawn in the same batch as the background sprites (-> far-away particles are rendered behind the sprites), limiting character name length in the crew info menu, the "submarine not found in your folder" -tooltip is updated after downloading a sub file
2016-10-29 15:38:40 +03:00
Regalis
72178d4b1f
Fabricator UI shows item descriptions and items that can't be fabricated are grayed out, added a couple of new fabricable items
2016-10-28 19:47:45 +03:00
Regalis
48c07cfce5
- doors aren't ignored when checking visibility during waypoint generation or when finding a starting node for a path
...
- AICharacter will mark their path unreachable if their path is blocked by a door they cant open (may happen if someone closes the door after calculating the path)
- fixed exception when creating a Steering component when there's no active GameSession (i.e. in the editor)
2016-10-27 21:18:45 +03:00