Joonas Rikkonen
9c5d25a2da
(480a052a8) Minor physics optimization: use SetTransformIgnoreContacts when correcting physicsbody positions
2019-04-23 11:15:32 +03:00
Joonas Rikkonen
6ac3ecd2b2
(86a1bac17) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-04-04 11:43:25 +03:00
Joonas Rikkonen
cc122f2bbf
(b451554e8) Merge remote-tracking branch 'origin/dev' into keymapping-refactor-test
2019-04-04 11:10:29 +03:00
Joonas Rikkonen
b08a31a68f
(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.
2019-04-04 11:10:14 +03:00
Joonas Rikkonen
a3425a0432
(bb85ea959) Fixed last item not being visible in grid layout groups if it's the only item on the last row
2019-04-04 11:08:49 +03:00
Joonas Rikkonen
7eb03ea6b3
(874c38a79) Show keybindings for use or shoot in the tooltips.
2019-04-04 11:08:33 +03:00
Joonas Rikkonen
d4752bb6a0
(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.
2019-04-04 11:08:18 +03:00
Joonas Rikkonen
7491b06a5d
(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.
2019-04-04 11:08:02 +03:00
Joonas Rikkonen
79ea41e6c9
(4f4395b00) Reduced the size of the disallowed item interface area around the chatbox
2019-04-04 11:07:45 +03:00
Joonas Rikkonen
5f05322fdb
(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.
2019-04-04 11:06:12 +03:00
Joonas Rikkonen
2290645bc9
(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
2019-04-03 16:31:17 +03:00
Joonas Rikkonen
64bec6d3b9
(684bcee1a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-04-03 16:24:20 +03:00
Joonas Rikkonen
516159fe43
(d404aba3e) Added background color to keybind inputs in the Controls settings layout, to help readability
2019-04-03 16:24:06 +03:00
Joonas Rikkonen
abad70f0c1
(7e32870a0) Check that item has a non-zero mass before applying water forces (couldn't reproduce it, but had a debug assertion fail due to the mass of an alien artifact being 0), validate clamped force before attempting to apply it
2019-04-03 16:23:37 +03:00
Joonas Rikkonen
0ecfc426ff
(45f083a5a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-04-03 16:22:12 +03:00
Joonas Rikkonen
0dd1823eb1
(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
2019-04-03 16:21:57 +03:00
Joonas Rikkonen
0844f1eae4
(8e2e6e4da) Physics error prevention: - Use the ApplyForce/ApplyImpulse method overrides that clamp the resulting velocity to a value (in this case NetConfig.MaxPhysicsBodyVelocity, 64 m/s). Without this, explosions and attacks for example could apply arbitrarily large forces to bodies, causing physics errors in Ragdoll.CheckValidity. - Make sure angular velocity still has a sane value after applying an impulse to a specific point of a collider.
2019-04-03 16:21:22 +03:00
Joonas Rikkonen
080ac78ded
(5c35a640e) Update tutorial-rework with dev
2019-03-27 20:52:47 +02:00
Joonas Rikkonen
47b16f4f9e
(9f4948c63) Fixed: Welcome text size. Added: Using enter / escape to close both videoplayer and infobox to prevent errors when quitting while these are active
2019-03-27 20:52:30 +02:00
Joonas Rikkonen
b66bdb6da4
(a7d754a40) Fixed: ContextualTutorial not resetting properly when quitting a single player campaign session and starting a new game after. Added: Forced on for contextual tutorial when the selected sub is 'PAX'
2019-03-27 20:52:16 +02:00
Joonas Rikkonen
018fcb0fa0
(65082ada7) Changed some tutorial text titles
2019-03-27 20:52:01 +02:00
Joonas Rikkonen
c0192ad19b
(fd98de428) Merge branch 'tutorial-rework' of github.com:Regalis11/Barotrauma-development into tutorial-rework
2019-03-27 20:51:47 +02:00
Joonas Rikkonen
5a620ec60d
(771621c77) Added: Delays for medical & flooding tutorials, resetting of injuredmember when starting again
2019-03-27 20:51:33 +02:00
Joonas Rikkonen
723df67f6f
(f68ad6ccc) Minor changes to tutorial texts
2019-03-27 20:51:17 +02:00
Joonas Rikkonen
0f405512b2
(69e52eea2) Fixed: Tutorial not resetting properly on retry
2019-03-27 20:51:03 +02:00
Joonas Rikkonen
8b5e18c348
(edf82e6ca) Modified: VideoPlayer video position, medical objective completion, saving segment when objective is completed
2019-03-27 20:50:50 +02:00
Joonas Rikkonen
91e87e8b74
(f9949667c) Modified: Default video resolutio multiplied by 1.5, default text width for video set to 450
2019-03-27 20:50:35 +02:00
Joonas Rikkonen
ff20f7f374
(936119c69) Fixed: Aligning problems when an objective is removed, crashing when EnemyOnSonar is triggered, dead monsters still counting for EnemyOnSonar, ReactorCommand objective to complete when the order is given.
2019-03-27 20:50:21 +02:00
Joonas Rikkonen
3b8aeb27c5
(aefc763e9) Changed tutorial navconsole text and fixed tag
2019-03-27 20:50:07 +02:00
Joonas Rikkonen
69852a141e
(6840c9114) Set the objective frame to be drawn behind other gui elements. TODO: test and complain if doesn't work ;)
2019-03-27 20:49:53 +02:00
Joonas Rikkonen
5c324a6de9
(4ad359147) Fix an index out of array exception when trying to set the update order (draw order) while the updateList contains no elements.
2019-03-27 20:49:38 +02:00
Joonas Rikkonen
632dce88c0
(cba4939e3) Formatting
2019-03-27 20:49:24 +02:00
Joonas Rikkonen
2cdc7ce5f3
(57c934c4b) Added: Padding for video text, missing xml elements for titles, instructions.
2019-03-27 20:49:10 +02:00
Joonas Rikkonen
179b17e9aa
(093cf0b49) Merge branch 'tutorial-rework' of https://github.com/Regalis11/Barotrauma-development into tutorial-rework
2019-03-27 20:48:56 +02:00
Joonas Rikkonen
68aa95a5df
(351e4f8b8) Added: hiding of objectives via button
2019-03-27 20:48:42 +02:00
Joonas Rikkonen
a90ce22107
(8be88da45) Included videos in project, added them to xml
2019-03-27 20:48:29 +02:00
Joonas Rikkonen
27efec90c9
(ef6d724ea) Fixed: Invalid pathname when triggering a video for the first time
2019-03-27 20:48:13 +02:00
Joonas Rikkonen
7140151882
(c9b5d70ff) Removed: Hardcoded video path
2019-03-27 20:47:58 +02:00
Joonas Rikkonen
12f963d2a5
(094e3b371) Merge branch 'tutorial-rework' of https://github.com/Regalis11/Barotrauma-development into tutorial-rework
2019-03-27 20:47:44 +02:00
Joonas Rikkonen
37f44b87fa
(43425b834) Added: Video looping, replaying, pre-video text
2019-03-27 20:47:30 +02:00
Joonas Rikkonen
cf49c179dc
(34c324230) New tutorial videos
2019-03-27 20:47:15 +02:00
Joonas Rikkonen
e65b688edd
(44ca39e16) Added: Escaping the video player via enter, multiple objective tracking & removing
2019-03-27 20:46:58 +02:00
Joonas Rikkonen
474099732b
(f8525130a) Added: Objective tracking, UI changes.
2019-03-27 20:46:44 +02:00
Joonas Rikkonen
a939cdef91
(a58bf1e5d) Added: Fonts, layouting to video with objective
2019-03-27 20:46:27 +02:00
Joonas Rikkonen
bbfb472122
(ed863473d) Added: New tutorial content & UI
2019-03-27 20:46:13 +02:00
Joonas Rikkonen
7ea3e1b20c
(9801d8289) Added: Handling of error cases when video is not found
2019-03-27 20:45:58 +02:00
Joonas Rikkonen
556d86ed4f
(bce1100e8) ClientCode.projitems update
2019-03-27 20:45:45 +02:00
Joonas Rikkonen
ff4ecd15b3
(c7ebe3cdb) Fixed: Old TextManager.Get call
2019-03-27 20:45:30 +02:00
Joonas Rikkonen
3f82c9a2cb
(f417b026f) Fetched: Changes for playing video tutorial from local branch
2019-03-27 20:45:14 +02:00
Joonas Rikkonen
05cc34afd8
4d2bcb1...1473f77
...
commit 1473f77ba0c85b80d48dce3e0fca809a9d5da98c
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Fri Mar 22 12:39:03 2019 +0200
Server automatically ends rounds if there have been no players alive in 60 seconds and respawning is not allowed during the round. Otherwise campaign rounds can get "bricked" if all the clients die/disconnect and there's no-one who's allowed to manually end the round. Closes #1319
commit 7096983fb10e48c2866393d30420bfaa79a0719b
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Fri Mar 22 12:03:10 2019 +0200
Some extra error logging in an attempt to diagnose #1327 (seems that the server is trying to start a campaign round after the campaign has been disposed and another game mode selected).
commit 2d7a3be83cd8865869837879b965fa9aeb046042
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Fri Mar 22 10:53:08 2019 +0200
Use null as the rotation and angular velocity of a character's collider in network state buffers if the collider is set to a fixed rotation (i.e. when standing). Previously the _current_ rotation and angular velocity was used if the server didn't send the values, which caused the collider to "wobble" when getting up from the ground, because the clients used the current rotation and angular velocity to determine if their predicted state is correct, even though they should've been using past states (or rather, not attempting to correct at all because both the rotation and ang velocity should be 0 when the rotation is fixed).
commit 2e2fd7078798703bc5d6ae398f75fa580ecca566
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Thu Mar 21 22:44:11 2019 +0200
Disabled kicking clients out of the server if their Steam auth becomes invalid after they've already been authenticated. Got some reports from players about this occasionally happening for no apparent reason, and I don't see the need to kick the clients if they've already been successfully authenticated during that session.
2019-03-22 14:01:25 +02:00