Joonas Rikkonen
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bc5f571903
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(29d8edbb9) Use a sprite to draw the lines on the sonar display (looks better than GUI.DrawLine)
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2019-05-03 13:42:36 +03:00 |
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Joonas Rikkonen
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1d7faa8d1d
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(b778c4641) Docking button works now in the docking interface, change button text depending on whether we're docking/undocking, some placeholder UI graphics for the nav terminal
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2019-05-03 13:42:19 +03:00 |
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Joonas Rikkonen
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32a8b97ad4
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(01452b66f) Fixed "maintain position" indicators & inputs being relative to the center of the screen, not the center of the sub. Flash the docking button when ready to dock.
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2019-05-03 13:41:42 +03:00 |
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Joonas Rikkonen
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fbb7daed00
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(0c3442136) Merge branch 'dev' into docking-interface
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2019-05-03 13:41:23 +03:00 |
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Joonas Rikkonen
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45ba589d96
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(12412e6fd) Determine the steering vector relative to the center of the sub, not the center of the display when clicking on the display
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2019-05-03 13:41:06 +03:00 |
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Joonas Rikkonen
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5d4a3f18c6
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(021a3d977) Draw the steering indicator at the center of the sub, not at the center of the display. Change the color of the docking indicators when ready to dock
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2019-05-03 13:40:49 +03:00 |
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Joonas Rikkonen
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a2c2f72357
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(2edf7845f) Progress on docking interface (nudge controls), focus sonar on the center of the submarine instead of the nav terminal
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2019-05-03 13:40:31 +03:00 |
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Joonas Rikkonen
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2199a0f97f
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(276dcf6d2) Docking indicator changes color when the docking port is within the sector
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2019-05-03 13:40:12 +03:00 |
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Joonas Rikkonen
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b551ae7999
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(c1468d39d) Overhauled docking interface (WIP)
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2019-05-03 13:39:54 +03:00 |
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Joonas Rikkonen
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482b3dacfd
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(392954b0e) Swap the order of the starting location & destination in nav terminals when playing in a mirrored sub.
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2019-04-29 21:18:04 +03:00 |
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Joonas Rikkonen
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ce7d36d9e2
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(78888f7fb) Changes to reactor interface to make it adapt better to different text lengths
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2019-04-29 21:13:36 +03:00 |
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Joonas Rikkonen
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8737a0e0dd
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(26639256a) - Added a method that automatically sets the text scale of a set of GUITextBlocks so that they all use the same scale and the text fits in all of the blocks. - Fixed TextBlock padding not being taken into account if the text is centered. - AutoScale and change the layout in a bunch of places where translated texts are likely to not fit.
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2019-04-29 21:12:47 +03:00 |
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Joonas Rikkonen
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e21b4e5efc
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(529c58f9a) Added a couple of missing texts to EnglishVanilla. Because it may take a while until these can be added, a hard-coded text is used if these lines can't be found.
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2019-04-29 21:12:31 +03:00 |
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Joonas Rikkonen
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e83dba2959
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(42d13c09f) Merge remote-tracking branch 'origin/tutorial-rework' into dev
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2019-04-25 18:07:37 +03:00 |
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Joonas Rikkonen
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1a3184dbad
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(4c452f172) Force reactor IsActive=true when an AI character or a remote player operates it. Previously this was only done in UpdateHUD, so inactive reactors would not become enabled.
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2019-04-18 12:04:56 +03:00 |
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Joonas Rikkonen
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fdacc4534b
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(c14dcd3d6) Support for multi-target monster missions
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2019-04-18 12:03:07 +03:00 |
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Joonas Rikkonen
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6262b3ea54
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(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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2019-04-16 17:12:09 +03:00 |
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Joonas Rikkonen
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bd07acf26d
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(052ab6307) Use MonoKickstart on Linux so installing Mono is not required, fixed division by zero if the width of the server console window is 0
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2019-04-16 17:11:49 +03:00 |
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Joonas Rikkonen
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66de47f041
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(a83cec9d6) Made room names translatable, added "RoomName." to all room names in EnglishVanilla.xml
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2019-04-15 12:06:58 +03:00 |
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Joonas Rikkonen
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d7e41d95af
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(bb287fabc) Decreased simple physics distance, sonar now displays characters that are in simple physics mode
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2019-04-11 18:28:38 +03:00 |
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Joonas Rikkonen
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9f55da3677
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(8d282f4cc) Hide the crew area and the chat box when using a controller (= aiming with a turret or similar item).
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2019-04-10 15:13:25 +03:00 |
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Joonas Rikkonen
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6ac3ecd2b2
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(86a1bac17) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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2019-04-04 11:43:25 +03:00 |
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Joonas Rikkonen
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16c558a859
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(7c1aa6679) Reset settings frame when controls are reset, added a button for resetting to default controls & tooltips for the control reset buttons, split keybind textboxes into two columns
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2019-04-04 11:10:43 +03:00 |
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Joonas Rikkonen
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cc122f2bbf
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(b451554e8) Merge remote-tracking branch 'origin/dev' into keymapping-refactor-test
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2019-04-04 11:10:29 +03:00 |
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Joonas Rikkonen
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b08a31a68f
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(33ab1e038) Add buttons for resetting the settings to the defaults and setting the default keybindings. TODO: pressing the buttons should refresh the settings frame instead of closing it.
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2019-04-04 11:10:14 +03:00 |
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Joonas Rikkonen
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41da4e24a9
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(cd41ee958) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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2019-04-04 11:09:45 +03:00 |
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Joonas Rikkonen
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1966bcb4ab
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(c445db0f5) Lazy load item & structure sprites (loaded automatically when switching to the sub editor or instantiating an item/structure, so should not cause any mid-game freezes).
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2019-04-04 11:09:32 +03:00 |
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Joonas Rikkonen
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66fa81bd3d
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(23a7169b0) Updated item assemblies to get the items in sync with the current prefabs (see #1363)
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2019-04-04 11:09:17 +03:00 |
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Joonas Rikkonen
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dce643e116
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(a135020e9) Fixed item assembly names and descriptions not being fetched from the text xml
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2019-04-04 11:09:03 +03:00 |
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Joonas Rikkonen
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a3425a0432
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(bb85ea959) Fixed last item not being visible in grid layout groups if it's the only item on the last row
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2019-04-04 11:08:49 +03:00 |
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Joonas Rikkonen
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7eb03ea6b3
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(874c38a79) Show keybindings for use or shoot in the tooltips.
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2019-04-04 11:08:33 +03:00 |
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Joonas Rikkonen
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d4752bb6a0
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(9f5c9fbcb) Make sure lazy-loaded sprites load their texture when creating a GUIImage, because the image needs to know the size of the texture to scale itself correctly. Fixes location portraits not being visible in the campaign menu when a location is selected for the first time.
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2019-04-04 11:08:18 +03:00 |
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Joonas Rikkonen
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7491b06a5d
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(bbd192053) Rebind Select and Use keys. Refactor GameSettings to support legacy bindings, when they are set. That is, if the new "deselect" and "shoot" keys are not defined, but the player config file is found, use the "select" and the "use" keys instead of the defaults.
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2019-04-04 11:08:02 +03:00 |
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Joonas Rikkonen
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79ea41e6c9
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(4f4395b00) Reduced the size of the disallowed item interface area around the chatbox
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2019-04-04 11:07:45 +03:00 |
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Joonas Rikkonen
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860e5204ab
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(cad2b1306) Fix the camera issue on turrets.
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2019-04-04 11:07:29 +03:00 |
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Joonas Rikkonen
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2d52a8ddf4
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(883c460d5) Don't require holding the aim key when using the periscope/controller. Move the RequireAimToUse from Controller component to Item. Change the use and shoot logic accordingly. TODO: fix the camera centering.
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2019-04-04 11:07:14 +03:00 |
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Joonas Rikkonen
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c8a7815ef8
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(6ae5f1e59) Sync the new input with the server.
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2019-04-04 11:06:59 +03:00 |
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Joonas Rikkonen
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3f05035c18
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(c4338b107) Disable aiming when interacting with an item other than ladders.
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2019-04-04 11:06:44 +03:00 |
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Joonas Rikkonen
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0cd81c6a99
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(cdc68f306) Don't select items when aiming.
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2019-04-04 11:06:28 +03:00 |
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Joonas Rikkonen
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5f05322fdb
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(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
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2019-04-04 11:06:12 +03:00 |
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Joonas Rikkonen
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2290645bc9
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(caa04a08a) Added a search bar to fabricators, made the interface larger and item previews smaller to fit more items in the view, take chatbox into account when preventing item interface overlap. Closes #1305
+ merge fix
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2019-04-03 16:31:17 +03:00 |
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Joonas Rikkonen
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0ecfc426ff
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(45f083a5a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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2019-04-03 16:22:12 +03:00 |
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Joonas Rikkonen
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0dd1823eb1
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(44a496915) Added: Template for using a video with the Welcome text in the tutorial if needed. Removed: Old spritesheets. Fixed: Bug in fetching crew with certain jobs
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2019-04-03 16:21:57 +03:00 |
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Joonas Rikkonen
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8b12f85f48
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(b6f451292) Moved crafting recipes from the fabricator xml to the xmls of the items. Makes it possible for modders to add new craftable items without having to modify the fabricators. Closes #1001
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2019-04-01 22:51:37 +03:00 |
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Joonas Rikkonen
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c5725dbb62
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(d47fee08d) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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2019-04-01 22:49:42 +03:00 |
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Joonas Rikkonen
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3062e4c705
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(1a1137b26) Charybdis now also targets the walls. Tweak Charybdis' attacks and priorities. Fix targeting walls for non-aggressiveboarders. Don't double the wall priority.
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2019-04-01 22:49:15 +03:00 |
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Joonas Rikkonen
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a0e1ba52eb
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(0bd92547e) Show ping direction when adjusting the direction slider even if directional ping is not enabled. Closes #1298
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2019-04-01 22:48:47 +03:00 |
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Joonas Rikkonen
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7cb70fa344
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(73193fb71) Updated a couple of sound effects
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2019-04-01 22:47:36 +03:00 |
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Joonas Rikkonen
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2eaf22683d
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(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
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2019-04-01 22:47:22 +03:00 |
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Joonas Rikkonen
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ec7e23061b
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(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.
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2019-04-01 22:47:03 +03:00 |
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