Joonas Rikkonen
6262b3ea54
(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-04-16 17:12:09 +03:00
Joonas Rikkonen
bd07acf26d
(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
2019-04-16 17:11:49 +03:00
Joonas Rikkonen
ddfdb3f4bf
(7f0d0fe11) Fixed specular maps going over characters, fixed levelobject draw order not working correctly in the level editor
2019-04-11 18:28:10 +03:00
Joonas Rikkonen
16c558a859
(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
2019-04-04 11:10:43 +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
dce643e116
(a135020e9) Fixed item assembly names and descriptions not being fetched from the text xml
2019-04-04 11:09:03 +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
92713cf587
(d041dfb1b) Implemented lazy sprite loading (= the texture isn't loaded until it's accessed for the first time). Atm only used in LevelObjectPrefabs and location portraits.
2019-04-03 16:25:02 +03:00
Joonas Rikkonen
4685121eee
(3ffde5103) Disabled alpha premultiplication on a bunch of non-transparent textures (-> minor loading time reduction)
2019-04-03 16:24:48 +03:00
Joonas Rikkonen
43578f3bb2
(bb8a4525e) Progress on LOS effect improvements. Hiding the unnecessary shadows at spots where the ends of two walls meet works now, still got to do something about corner areas where a vertical wall meets a horizontal one.
2019-04-01 22:53:27 +03:00
Joonas Rikkonen
2eaf22683d
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
Joonas Rikkonen
ec7e23061b
(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.
2019-04-01 22:47:03 +03:00
Joonas Rikkonen
0b098efbf6
(92a838f87) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-03-29 21:50:58 +02:00
Joonas Rikkonen
6f919a4de0
(f8907b59f) Added: Proper scaling based on resolution for VideoPlayer. Modified: IsFlooding check of contextual tutorial to require water volume
2019-03-29 21:50:44 +02:00
Joonas Rikkonen
140f1894d4
(400cf2cbd) Fixed highlight raster scale changing according to lightmap resolution
2019-03-29 17:39:43 +02:00
Joonas Rikkonen
080ac78ded
(5c35a640e) Update tutorial-rework with dev
2019-03-27 20:52:47 +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
63eb4d64e5
f8b0295...0671290
2019-03-18 23:30:58 +02:00
Joonas Rikkonen
97f31d0c94
5202af9...3ea33fb
2019-03-18 22:24:07 +02:00
Joonas Rikkonen
044fd3344b
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Joonas Rikkonen
6c0679c297
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
Joonas Rikkonen
b01826e4f8
Fixed crashing if LightManager.UpdateObstructVision is called before ViewTarget has been set. Closes #466
2018-07-11 10:34:53 +03:00
Joonas Rikkonen
3bcf7a849b
Fix LOS effect on linux. Not sure why the parameter names are different in the OpenGL shader but this seems to work ¯\_(ツ)_/¯
2018-03-07 20:40:00 +02:00
Joonas Rikkonen
d57102271d
Fixed exceptions when trying to render LOS with no convex hulls within the view
2018-03-05 18:16:51 +02:00
Joonas Rikkonen
da7ea779b7
LOS effect optimization/changes:
...
- Rendering the shadows instead of light volumes to avoid the expensive raycasts needed to calculate the light volume.
- The LOS shadows are now rendered in two passes (fully obscured + penumbra) instead of each convex hull taking up 2 passes.
TODO: fix linux
2018-03-03 21:57:36 +02:00
Joonas Rikkonen
f1f190a997
Added a light to diving suits (requires a battery to work). Closes #233
2018-03-02 13:11:28 +02:00
Joonas Rikkonen
2ba339035c
Fixed LOS lightsource keeping references to already unloaded convex hulls and subs, causing the los effects of the previously loaded subs to be always rendered.
2018-01-12 16:17:09 +02:00
Joonas Rikkonen
aa0fdfb790
All highlighted items are rendered to the lightmap, not just the ones the player is focusing on. -> Highlighted wires and the items they are connected to now glow in the dark.
...
Fixed LightComponent light source position not being updated if the item has no body, causing the light source to appear in a wrong position when attaching lights to walls.
2018-01-11 13:22:04 +02:00
Joonas Rikkonen
3b9d51e695
Made ambient lighting much darker and added a subtle glow around the player
2018-01-11 11:25:10 +02:00
Juan Pablo Arce
904052390c
Fixed LOS effect on Windows, fixed SharpDX reference, rebuilt damageshader_opengl
2017-12-31 17:45:05 -03:00
juanjp600
40a46f96e2
Fixed LOS not going red + Fixed additive particles not looking right at all
2017-12-20 20:47:17 -03:00
juanjp600
7a413aee93
Optimized GameScreen.DrawMap
...
- Downscaled lightmap, since blurring will make this unnoticeable anyway
(TODO: make this optional)
- Render LOS in fewer passes by using a shader
- Use light volume to calculate LOS
- This also means we can use the override texture to render the diving
suit obstruct effect
- Don't render bunks and labels onto LOS background (TODO: add the
option to render back into the LOS background, i.e. just use
multiplicative blending as if it was the lightmap)
- Prefer SpriteSortMode.Deferred over all others, prefer
SamplerState.LinearClamp/PointClamp over all others
- Remove shader blur in favor of geometry blur (TODO: improve on this
further, right now it has a few artifacts)
- Trim light volumes
- Do some weird shit with the background particles (use DrawTiled
instead of relying on SamplerState.LinearWrap, because that's faster
somehow :/ )
- Pressing up/down in the console only returns a typed command now
2017-12-20 19:41:23 -03:00
Joonas Rikkonen
15a31c5291
- The commonness of scripted events can be overridden for specific level types (e.g. some monsters can be set to spawn more frequently in specific types of levels).
...
- The sub can be moved from location to another in the map view by double clicking in debug builds.
- Level wall color can be changed in level generation parameters.
- Fixed level geometry not being rendered if the ocean floor is visible (which isn't a problem in most level types, but there can be levels where the ocean floor is so close to the actual level that they can both be visible at the same time).
- Background sprite scale is taken into account when calculating particle emitter positions.
- Fixed limb lights being rendered even if the character is disabled.
2017-08-22 19:04:49 +03:00
Joonas Rikkonen
4a460ff150
- The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
...
- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub.
- ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
2017-08-20 19:05:25 +03:00
Joonas Rikkonen
bf5a0746ad
Merge branch 'master' of https://github.com/Faerdan/Barotrauma into Faerdan-master
...
Conflicts:
Barotrauma/BarotraumaClient/Source/Map/MapEntity.cs
Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs
Barotrauma/BarotraumaShared/Source/Characters/Character.cs
Barotrauma/BarotraumaShared/Source/Items/Item.cs
2017-07-05 19:32:34 +03:00
Joonas Rikkonen
64ad5e5003
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
juanjp600
4d225c65f2
Updated to MonoGame 3.6 + Directory refactor
...
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00