Commit Graph

214 Commits

Author SHA1 Message Date
Regalis
6b6af6e72e - head sprites can be given "tags", and body is chosen from sprites with the same tag
- black character sprites
2016-06-03 14:57:22 +03:00
Regalis
9b659f72d6 - fixed fulgurium batteries not working with flashlights or sonars and never running out in scooters 2016-05-30 18:28:42 +03:00
Regalis
68870b67f5 - fractal guardians have higher impact tolerance to stop them from killing themselves by slamming at the walls
- enemies use pathfinding when inside the sub and handle platforms/stairs better
2016-05-26 18:04:25 +03:00
Regalis
7aa1b44cae Fixed flare lightcomponent staying active after the flare burns out, OnActive statuseffects are applied to lightcomponents even if the item is inside an inventory/container (= flares won't stop burning if placed back to inventory) 2016-05-26 16:08:55 +03:00
Regalis
1d06522bd8 Nitroglyserine -> nitroglycerin, fixed Mission.LoadRandom returning null if the missiontype parameter isn't set, cargo is placed at the cargo spawnpoint instead of a random position within the hull it's inside 2016-05-26 16:04:37 +03:00
Regalis
da98ade77c - item sprites visible in fabricator menu
- deth charge rotation fix
- sonar tweaking (ruin walls look slightly different from cave walls)
- connector sprite positioning fix
- repairtool is active when in use
2016-05-25 16:18:02 +03:00
Regalis
ed529052a2 - relaycomponent inherits from powertransfer, so that they're included when calculating the load/power for the grid
- deactivated powertransfer components don't carry power
- fixed reactor graph lines going over the graph if load > 10 000
2016-05-24 19:17:42 +03:00
Regalis
4f4c59eba3 - Changes to connectionpanel layout: less wire overlap, making it easier to select individual wires
- Highlighting selected wire and the items it's connected to works in editor
2016-05-24 19:03:07 +03:00
Regalis
00b1ec38e2 Some new wall sprites, wires are automatically dropped if both items they're attached to are removed, other items aren't highlighted while dragging an item in editor 2016-05-22 01:31:36 +03:00
Regalis
b2f83b43f8 Attacks can apply a force to the target (i.e. monsters can throw characters around) 2016-05-22 01:28:46 +03:00
Regalis
6651933c45 Some decorative lights in tutorial sub, updated moloch spawn position, more detailed pump fix instructions 2016-05-19 19:44:42 +03:00
Regalis
2887c5f123 - alien ruin structure drawing order changes
- placing cargo items using syncedRand (items will be in the same position for all clients)
- less confusing waypoint/spawnpoint editing (spawnpoints can't be converted to waypoints or vice versa, and spawnpoint settings aren't shown for waypoints)
- more informative message about missing cargo spawnpoints
2016-05-18 19:04:12 +03:00
Regalis
1f2937fad1 - opengl blur shader
- the "heal" console command cancels stun
- the camera shakes when the sub hits something only if controlled character is inside the sub
2016-05-18 11:45:38 +03:00
Regalis
4a54788d7b Item.FindHull changes, added depth charges and flashlights to default subs 2016-05-15 17:56:42 +03:00
Regalis
d884f84346 - disabled FOW blurring (made it possible to see through corners) and re-enabled penumbra
- fixed structures being assigned the misc category by default
- turrets don't require a barrel sprite
- OnImpact statuseffect is applied when a projectile hits something
- WIP depth charges
2016-05-13 18:00:31 +03:00
Regalis
d1e9be188f Alien doors/sensors can't be rewired, removed the small convex hull strip on top of windowed doors 2016-05-11 20:21:24 +03:00
Regalis
6537751961 Particle emitters can be assigned to statuseffects, fixed item.Submarine not being set correctly for throwable items, flare particles + sounds, nerfed some of the medical items 2016-05-11 20:16:50 +03:00
Regalis
a9ceaeb8ec - fixed ruin doors being placed outside corridors if the corridor passes through multiple rooms
- fog of war isn't drawn or updated when not controlling a character
- fixed topmost cells in the level not being placed in the cellgrid array, causing them to be ignored when enlarging the main path for the sub
- fixed slices of the diving suit sprite "bleeding" into the torso sprite
2016-05-10 18:46:42 +03:00
Regalis
d5f6fff2c2 Lighting improvements: lightmap is drawn over all structures and blurred, flashlight item, OnContained statuseffects are also applied when the item is contained in a characterinventory 2016-05-07 09:16:29 +03:00
Regalis
ef05650c01 Motion sensor component, ruins have doors and hatches with randomly placed motion sensors that close them automatically 2016-05-07 09:09:30 +03:00
Regalis
03626c997b - Fixed shadows not being cast if the lightsource is outside the sub and the convexhull is not
- Option to change the texture of the "light sphere"
- Added "headlights" to the scooters
2016-05-03 00:27:48 +03:00
Regalis
2c76a6ad3c Another variant of the new monster, new menu category for alien items/structures, another ruin-specific music clip 2016-05-03 00:11:34 +03:00
Regalis
4cda429ab0 LightSources can be assigned to limbs, glowing watcher 2016-05-01 18:47:44 +03:00
Regalis
3114006d86 Alien ruins, some new alien items and a new monster 2016-05-01 18:46:17 +03:00
Regalis
81ca1a409b Fixed NullReferenceException when attempting to send an ApplyStatusEffect update for an item that was removed from the inventory by the statuseffect (eg syringe with nitroglyserine which was dropped because of the explosion), oxygen level detoriates more slowly when unconscious, showing a tooltip for items in a subinventory, nitroglyserine explodes on first injection (instead of after a few injections when condition drops to zero) 2016-04-25 21:58:26 +03:00
Regalis
2136641609 Stun syncing bugfix, fixed dead/unconscious characters being unselectable in the info menu, pockets for doctors, fixed tutorial (map generation algorithm changes had made the level unplayable) 2016-04-25 19:16:01 +03:00
Regalis
45e3bed07c Some more fabricable chemicals, made cargo missions more common, items in characters' inventories aren't affected by fire 2016-04-24 20:33:33 +03:00
Regalis
c08029dea8 Handheld sonars only consume batteries when they're on, endworms aren't "flipped" when they turn around, every limb is checked in SubmarineBody.DisplaceCharacters (instead of just reflimb) 2016-04-24 20:31:26 +03:00
Regalis
d4816c3ee9 v0.4.0.1: radio messages visible to spectators, handheld sonars in vanilla subs, nerfed water damage to junction boxes, moved junction boxes inside Nehalennias ballast tanks to a drier location 2016-04-24 13:11:46 +03:00
Regalis
99072592bc Removed duplicate clowngear from doctorgear.xml, event commonness/difficulty tweaking, nitroglycerine explodes more easily 2016-04-23 17:24:52 +03:00
Regalis
e46ec1ade2 Cargo spawning bugfix, removing cargo items before saving the game (so that they won't stay in the sub after completing the mission) 2016-04-20 20:33:38 +03:00
Regalis
de2af7f973 Speech bubble icon next to the character when speaking in multiplayer, fixed clients sending every message through radio when wearing a headset 2016-04-20 20:31:45 +03:00
Regalis
e33f30dad1 Mid-round chat messages have a limited range, headset item which can be used to communicate with players further away, new inventory slot for items like masks and headsets 2016-04-20 17:19:38 +03:00
Regalis
a45f58cd08 New artifact sprites, ping sound for handheld sonar, fixed newlines multiplying in GUITextBlocks every time the block is resized 2016-04-16 21:42:40 +03:00
Regalis
31a04c7bc1 Cargo missions, a menu that shows the mission description mid-round 2016-04-16 15:36:01 +03:00
Regalis
6876bdc481 Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something 2016-04-16 15:33:28 +03:00
Regalis
c6df095a8b Narrow caves in levels, more background sprites 2016-04-10 10:57:38 +03:00
Regalis
c5685db0aa - handheld sonar
- junction boxes, sonar monitors, navigation terminals and engines break down if they're underwater long enough
- reactor cools down if it's underwater
- job-specific gear are grouped by job in separate .xml files
2016-04-09 14:31:59 +03:00
Regalis
3ac8139fc7 - changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen to larger rooms
- bugfixes in HumanoidAnimController.Flip()
- item/itemcomponent statuseffects are stored in a dictionary with the actiontype as a key, so the item doesn't have to iterate over all the components and all their statuseffects
- gap bubble particle tweaking
2016-03-29 17:57:05 +03:00
Regalis
9a0bf07fc2 - some more medicine value tweaking
- medicine & toxic cabinet items (added to vanilla subs)
- updating the positions of items inside a moving container (caused explosions to happen in the wrong position if the explosive inside something like a grenade)
- renamed doctors as medical doctors
2016-03-27 20:25:24 +03:00
Regalis
c8597f76be - added med bays to the vanilla subs
- some new wall prefabs
- medical item statuseffect tweaking
- fixed textBoxes not being deselected in waypoint editing hud after applying the changes
2016-03-26 23:25:04 +02:00
Regalis
ca492bf0d4 - health scanner item
- specific skills are required to fabricate some items
- changes to medical syringes: the status effects are defined in the chemical item instead of the syringe
2016-03-26 18:15:44 +02:00
Regalis
277762a72a Doctor class, a bunch of chemical/medicine items, medical fabricators 2016-03-25 15:35:41 +02:00
Regalis
0dbfb54b5f - crouching (allows placing signal items at the bottom of a room and may be useful when doctors are added (CPR animation, using medical items on dead bodies?))
- changes to the dying logic: characters will be unconscious when their health or oxygen goes below 0.0, and die when it drops to -100.0 (if either of the values is below zero, it will automatically decrease so the character will quickly die without medical care)
- fixed LightSprite being drawn on LightComponents even if the item is inside an inventory
- characters extend their arm more when placing signal items
2016-03-20 20:15:47 +02:00
Regalis
fc8b30c974 - npcs wont try grab items from other characters' inventories
- fixed lightcomponent LightSprites "twitching" when the sub is moving
- fixed null reference exceptions in Hull.Render if no submarine has been loaded
- submarine descriptions
- emergency sirens in Aegir & Vellamo
- changed the required item for fabricating a wire from "Copper" to "Copper Bar"
2016-03-18 17:48:25 +02:00
Regalis
8df9864db9 - emergency siren and alarm buzzer items
- wires and alarm buzzers can be fabricated
- fixed items selecting constructions outside the hulls
- ItemLabel.TextColor works now
- removed a random dot at the corner of head5.png
- inventory is visible in wiring mode
- fixed null reference exceptions in AIObjectiveGoto and Holdable
2016-03-17 19:28:46 +02:00
Regalis
3402dad741 v0.3.5.1:
- fixed UI controls not working in launcher
- fixed battery cells not reloading inside batteries
- moloch spawns earlier in tutorial
- fixed wrong updaterversion in launcher (caused the launcher to always show a warning)
2016-03-14 18:34:57 +02:00
Regalis
5120812adf - fixed AICharacters being updated even if they're disabled
- enemies can spot targets from further away if they've previously spotted the target
- physics bodies are immediately moved to the correct position if they're really far (instead of lerping)
2016-03-13 19:24:30 +02:00
Regalis
d713874bd6 Tweaked AITarget ranges: now it's possible to evade some monsters by stopping the sub and/or turning off noisy devices, AITarget ranges can be made visible by entering "ShowAITargets" in the console, misc cleanup 2016-03-12 21:35:21 +02:00
Regalis
c99f94b1de Fixed projectiles (e.g. railgun shells) not colliding with the sub when shot from outside, fixed lightcomponents not being positioned correctly on moving items 2016-03-12 21:28:39 +02:00