Regalis
57abce298d
Fixed projectile velocity being reset in Item.Drop() after launch
2016-06-03 14:58:01 +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
c77060d485
Fixed vents, more powerful oxygen generators in vanilla subs
2016-05-30 18:25:50 +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
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
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
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
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
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
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
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
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
Regalis
9f30ecc1b7
Fix for InvalidCastException when trying to send a ApplyStatusEffect network event
2016-05-01 18:56:42 +03:00
Regalis
63bb78b3ef
Using TrySetLimbPosition when flipping a character to prevent limbs from going through walls, changes to outside->inside teleportation logic
2016-05-01 18:53:58 +03:00
Regalis
3114006d86
Alien ruins, some new alien items and a new monster
2016-05-01 18:46:17 +03:00
Regalis
d3ab7946a8
Using ToLowerInvariant instead of ToLower (the game works for Turkish players now!)
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http://www.moserware.com/2008/02/does-your-code-pass-turkey-test.html
2016-04-27 17:14:09 +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
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
14ef736176
"Suicide button" is also usable in single player, unconscious characters can't be selected in sp, fixed resizing textblocks with wrapped text
2016-04-23 17:26:56 +03:00
Regalis
83081d98c0
Water forces aren't applied to disabled bodies, logging sound loading
2016-04-22 23:46:36 +03:00
Regalis
3347fcdd20
Server notifies clients about junction boxes breaking (+ clients aren't allowed to break them), fixed explosion lightSource positioning
2016-04-22 17:28:22 +03:00
Regalis
510602623a
Fixed "subinventories" (oxygen tanks inside suits etc) being drawn under the main inventory
2016-04-21 18:38:07 +03:00
Regalis
12dc494e42
Displaying the condition of contained items in the inventory slot of the parent item (i.e. the amount of oxygen left in a diving suit is visible without highlighting the suit), some debug logging, colored speech bubbles
2016-04-21 17:17:42 +03:00
Regalis
e271873a43
Autopilot uses submarine position as a "reference position" (instead of the position of the nav terminal), radar display bugfix, ragdolls aren't teleported outside the sub if they're in a tiny gap between hulls (e.g. passing through a broken wall between rooms)
2016-04-20 17:28:20 +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
17d499d70a
- clients only apply OnImpact statuseffects on items when the server says so
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- fixed characters occasionally teleporting partially inside walls in mp
- made it easier to drag characters while swimming
2016-04-16 21:00:21 +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
c5685db0aa
- handheld sonar
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- 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
2a2ba80f9c
ItemLabel optimization: textBlock is drawn using an offset relative to the position of the item instead of modifying textBlock.Rect each frame (causing the text position/wrapping to be recalculated each frame)
2016-04-02 15:54:00 +03:00
Regalis
5f05db7ca4
- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
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- parameter for changing the output value of And/Or components when the input conditions aren't met
- or components work properly now
- a limited number of signals (100) can be queued in a delay component
2016-04-02 02:25:44 +03:00
Regalis
3ac8139fc7
- changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen to larger rooms
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- 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
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- 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
7f40071565
- fixed ReliableChannel going crazy if a client disconnects and reconnects immediately after: the client created a new ReliableChannel but the server was still using the old one, causing the client to rerequest a ton of messages (now the server resets the channel when a client rejoins and reliablechannel resets itself if the message IDs are too far apart)
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- syncing statuseffects caused by using an item on self
2016-03-27 20:20:34 +03:00
Regalis
c8597f76be
- added med bays to the vanilla subs
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- 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
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- 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
f585235887
Performing CPR on unconscious players, a "use on self" button for some items
2016-03-25 15:34:40 +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?))
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- 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
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- 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
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- 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
20d61b0647
- fixed light components throwing errors when receiving an invalid color value to the "set_color" input
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- fixed it being possible to connect wires to more than two items by selecting another item while dragging the wire
- relay components break if too much power is directed through them
- relay components are active by default and the can be toggled on/off in the editor
- bool properties show as checkboxes in the editor
2016-03-17 19:16:21 +02:00