Regalis
9689ef070d
Vote kick settings
2016-06-07 14:13:12 +03:00
Regalis
0e24eab5e3
Re-enabled vote kicking, with some improvements: chat messages notifying about votes, kick button is disabled for the host's character or if already voted
2016-06-03 15:00:36 +03:00
Regalis
57abce298d
Fixed projectile velocity being reset in Item.Drop() after launch
2016-06-03 14:58:01 +03:00
Regalis
6b6af6e72e
- head sprites can be given "tags", and body is chosen from sprites with the same tag
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- black character sprites
2016-06-03 14:57:22 +03:00
Regalis
50bee3da41
Wall convexhulls are split every 5 sections, convexhull edges that overlap with another convexhull are ignored (i.e. unneccessarys shadows aren't drawn where two walls meet)
2016-06-01 20:58:03 +03:00
Regalis
0621f6c9e3
Impulses aren't applied to disabled item bodies when the submarine hits something, velocities of item bodies are reset when the item is dropped, pathfinding errors don't open the debug console
2016-06-01 20:56:07 +03:00
Regalis
1828198abf
More descriptive coroutine exception error messages, more null checks in Level.Unload
2016-05-30 18:33:46 +03:00
Regalis
b512a7ec18
- fixed clients failing to load submarines if they're not in the root Submarine folder
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- some refactoring
- temporarily disabled kicking by voting
2016-05-30 18:32:36 +03:00
Regalis
c77060d485
Fixed vents, more powerful oxygen generators in vanilla subs
2016-05-30 18:25:50 +03:00
Regalis
c71a935de6
v0.4.1.3:
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- fixed debug message height not being set correctly
- fixed submarine list not being updated if host has enabled "play yourself"
- fixed "queue empty" error when attempting to download a sub from the server
- maximum number of iterations when carving a path for a cave
2016-05-27 14:41:34 +03:00
Regalis
68870b67f5
- fractal guardians have higher impact tolerance to stop them from killing themselves by slamming at the walls
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- enemies use pathfinding when inside the sub and handle platforms/stairs better
2016-05-26 18:04:25 +03:00
Regalis
2398d8aa8a
- resetting the "blood overlay" when switching the controlled character
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- fixed 1-section long walls being impossible to fix after their body has been destroyed
- better looking blur (small lights aren't "skewed")
2016-05-26 18:03:08 +03:00
Regalis
6a3572e1d2
ItemComponent properties that are editable in the editor are always saved
2016-05-26 16:10:24 +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
310e85fd8c
WIP kicking by voting
2016-05-26 16:05:45 +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
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- 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
b4af92ace2
Small optimization: items have a list of components that have to be drawn
2016-05-24 21:17:38 +03:00
Regalis
ed529052a2
- relaycomponent inherits from powertransfer, so that they're included when calculating the load/power for the grid
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- 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
52f28f98a7
- server asks the clients whether they're ready to start a round, giving some time to load the selected sub before the round starts
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- fixed joining clients not being informed about vote status or voting being enabled
2016-05-24 19:10:11 +03:00
Regalis
4f4c59eba3
- Changes to connectionpanel layout: less wire overlap, making it easier to select individual wires
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- Highlighting selected wire and the items it's connected to works in editor
2016-05-24 19:03:07 +03:00
Regalis
e6b073f872
- clients see the submarines that the host has instead of their own subs in server lobby
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- possible to vote for subs the client doesn't have
- fixed the "votes required" slider moving when re-opening the server settings
- WIP method for sending missing subs to clients before the round starts (atm the clients won't have time to request a sub file that was chosen by voting)
2016-05-22 01:39:10 +03:00
Regalis
c2f1a1a383
Only the largest firesource within a hull plays a sound
2016-05-22 01:32:23 +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
1d3d1d5459
v0.4.1.0 + fixed gamemode list not being synced with clients
2016-05-19 19:50:37 +03:00
Regalis
7113a154fe
Aiming is disabled when unconscious/stunned, the range of fire lightsources isn't randomized to reduce the amount of required convexhull updates
2016-05-19 19:49:31 +03:00
Regalis
a477dad1b2
Renamed the CollisionMisc collision category to CollisionItem, teleporting items inside/outside the sub if their physicsbody leaves/enters a hull, powercontainer charge can be changed in editor (i.e. batteries can be set to fully loaded)
2016-05-19 19:47:26 +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
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- 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
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- 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
63e5f02057
Changes to submarine<->outside teleporting logic:
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- contacts between limbs and the sub are temporarily disabled before teleporting to prevent the character from "exploding"
- impact damage is disabled for 0.25 seconds after teleporting in case the character still explodes
- characters with disabled impact damage won't damage the walls when hitting
- the collider of SubmarineBody is generated based on walls instead of hulls
- fixed Submarine.CheckVisibilit ignoring fixtures with (CollisionWall | CollisionLevel) collisioncategory
2016-05-18 11:43:22 +03:00
Regalis
be72fee824
Dirty workaround for background music breaking during loading (the music is switched when a round starts), the "wall" at the top of the levels is drawn on top of the lightmap, small fixes in AIObjectiveGetItem and BackGroundSpriteManager
2016-05-15 17:58:56 +03:00
Regalis
4a54788d7b
Item.FindHull changes, added depth charges and flashlights to default subs
2016-05-15 17:56:42 +03:00
Regalis11
c546c42a8b
- disabled unnecessary hull updates during loading (items/gaps find the hull when everything is loaded instead of every time a hull is created or moved)
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- fixed item.Submarine not being set in item.FindHull
2016-05-14 23:01:57 +03:00
Regalis
d884f84346
- disabled FOW blurring (made it possible to see through corners) and re-enabled penumbra
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- 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
aaa84ef4ac
The wall at the top of the level is visible in sonars
2016-05-11 20:23:03 +03:00
Regalis
11e4f5699f
PhysicsBodyPosition networkevents aren't sent for items that are inside an inventory (e.g. carried by a character), items can be moved from the inventory to containers by double clicking
2016-05-11 20:22:32 +03:00
Regalis
5301a57108
Updating lightSource.hullsInRange when a convex hull is removed, some cleanup
2016-05-11 20:20:11 +03:00
Regalis
5e951bc225
BlurEffect refactoring: separate class for setting up the effect instead of methods in GameScreen
2016-05-11 20:17:34 +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
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- 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
e7a06a6171
Option to choose mission type in mp
2016-05-10 18:42:50 +03:00
Regalis
1a3da8b29f
Tweaked enemy AI idle behaviour (lighter avoid steering to make the enemies less likely to "bounce" from wall to wall in tight spaces), fix for wander steering breaking if the velocity of the character is Vector2.Zero, different tooltips for suicide button in SP and MP
2016-05-08 17:15:02 +03:00
Regalis
be3d418297
OnWearing statuseffects aren't applied to items contained inside a worn item, dragging an item is canceled if deselecting the inventory the item is in
2016-05-07 09:19:32 +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
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- Option to change the texture of the "light sphere"
- Added "headlights" to the scooters
2016-05-03 00:27:48 +03:00
Regalis
26608d3f82
Fixed long level/map seeds always being converted to int.MaxVal
2016-05-03 00:16:43 +03:00
Regalis
09e8b8b9c6
- RepairTools work for structures that are outside the submarine
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- Ruins are visible in sonar
- Fixed ruin generation algorithm occasionally creating too narrow rooms and placing corridors so that they're blocked by corners of a room
- Fix for wall textures being misaligned for map cells with no physics body
2016-05-03 00:14:52 +03:00