Commit Graph

812 Commits

Author SHA1 Message Date
Regalis
acaa8697c8 Small menu fixes: open menus are closed when opening another one in the sub editor (e.g. if the save dialog box is opened when one of the entity menus are open), switching to the correct tab from the settings menu when going through the "apply changes" dialog 2017-04-18 20:08:56 +03:00
Regalis
a2e21a78f9 Nicer looking explosions 2017-04-06 21:58:35 +03:00
Regalis
00b7193b6b Minor optimizations: GUITextBlocks don't reposition and wrap the text when only the position of the text block changes (almost killed my laptop by spamming a bit too many messages to the debug console), less unnecessary floor raycasts 2017-04-06 21:58:19 +03:00
Regalis
7cb88e39e9 Attempt to fix ThrowOrIgnoreBadComparer exception in LightSource.FindRaycastHits.
Couldn't reproduce the crash, but I'm guessing it could be caused by CompareCCW not returning 0 if comparing a position to itself. (and if not, at least the exception is caught now)
2017-04-05 21:36:31 +03:00
Regalis
b3bbdbf589 Explosion damage is reduced if there are walls or other solid obstacles between an explosion and a character 2017-04-04 19:54:28 +03:00
Regalis
b063cf3feb Fire sound fix: the sounds were freed after each round without ever loading them again. The sound objects still existed and had some buffer ID assigned though, causing an incorrect clip to be played or OpenAL errors to be thrown on successive rounds. (Now freed sounds always have a buffer ID of -1) 2017-04-03 20:59:02 +03:00
Regalis
2ca609855a Particle collision and project file fixes 2017-04-03 18:32:49 +03:00
Regalis
2f638a4c01 The initial loading screen is closed if an exception is thrown during loading. Causes the game to crash due to the unloaded content, but that's better than letting the game hang on the loading screen. 2017-03-30 21:56:05 +03:00
Regalis
c368d6ddf1 - fire particle tweaking
- water puts out fires more slowly and the speed depends on the height of the water surface relative to the position of the firesource (instead of the volume of the water in the room)
- the extents of the firesources are visualized when debugdraw is on
- any >0.0 damage to structures has a chance of spawning some "shrapnel" particles
2017-03-30 21:50:18 +03:00
Regalis
c58d7dfd73 Animated fire & smoke particles 2017-03-30 21:32:08 +03:00
Regalis
e661724cbb Debug console is added to GUIUpdateList after all other UI elements (because it's drawn on top of everything else) 2017-03-30 17:35:14 +03:00
Regalis
2b65392a3c BackgroundSpriteManager takes the rotation and pivot point of the sprites into account when determining which cells of the "sprite grid" the sprite occupies (-> partially visible sprites shouldn't be culled away anymore) 2017-03-29 23:28:09 +03:00
Regalis
0e5de469d3 Fixed infinite loop in WrapText if the line length is smaller than an individual character, text scale is taken into account in GUITextBlock wrapping 2017-03-27 21:08:14 +03:00
Regalis
4d19d0afc1 Deconstructors & fabricators drop created items on the floor if there's no more room in the inventory, deconstructor doesn't reset the activation button after deconstructing an item if there are still more items to go 2017-03-23 18:55:39 +02:00
Regalis
e9e4e5f9d3 Level cells that overlap with ruins are removed during level generation (instead of just disabling collisions with them), background sprites can spawn on ruin walls 2017-03-23 18:13:28 +02:00
Regalis
885a8c610c Text scale in GUITextBlocks and ItemLabels can be changed, text wrapping fix (words that are too wide for one line shouldn't cause overflows anymore) 2017-03-22 23:22:54 +02:00
Regalis
7c6ea5b1c0 LightSource vertices are recalculated if another submarine within the range of the light has moved relative to the sub the light is in 2017-03-20 17:15:12 +02:00
Regalis
d6074d23ab MonsterEvent switches state back to "not started" if the sub gets far enough from the monsters (prevents monster music from staying on), SoundPlayer plays a random default music clip if a suitable clip isn't found for the highest priority task 2017-03-19 20:34:21 +02:00
Regalis
cd0da235a2 Swimming anim fix: legs are forced back to their correct position if the thighs are bent too close to the torso (should fix characters swimming with their legs extended up over their shoulders) 2017-03-19 19:49:59 +02:00
Regalis
b38512865d GUIListBoxes don't add children that aren't in the view to GUIUpdateList (-> can't scroll the listbox with the scroll wheel when the cursor is above/below the box) 2017-03-19 19:19:04 +02:00
Regalis
18fded1d87 Fixed a typo in the "give in" button tooltip 2017-03-19 18:31:15 +02:00
Regalis
40f5f352f5 - pasted entities are assigned to the main sub (-> entities copypasted from another sub are saved)
- fixed submarinebody attempting to generate a physics body for a sub with no walls if there are some other walls loaded
- MathUtils.GiftWrap doesn't throw an exception if passed an empty list of points
2017-03-15 23:59:23 +02:00
Regalis
be72a04d90 Switched to the pro version of Code Bold 2017-03-09 20:04:33 +02:00
juanjp600
2d9f706998 Scale applies to newlines in ScalableFont.DrawString 2017-03-07 15:44:59 -03:00
juanjp600
7c6032e3fc Removed GUITextBlock.caretAt
Just a leftover of something I tried to implement but never got around to finishing.
2017-03-07 13:56:12 -03:00
juanjp600
49b440208c Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma 2017-03-07 13:44:52 -03:00
juanjp600
d6c292a2cc SharpFont + ScalableFont implementation
https://github.com/Robmaister/SharpFont

TODO: replace Code Bold.otf with the full version, fix any bugs, build on Linux, possibly move ToolBox string wrapping and limiting logic to ScalableFont class for better results.
2017-03-07 13:44:42 -03:00
Regalis
10794a5e2c Added z position to background sprites 2017-03-06 18:38:38 +02:00
Regalis
88a76f0c9f Fixed the game process staying active in the background after a crash (due to a running sound streaming thread) 2017-03-03 20:58:32 +02:00
Regalis
c96fcf7f34 Clients can't use headsets that are in the inventory 2017-03-03 20:31:07 +02:00
Regalis
4c863cfdd7 Some extra error checking in GUIComponent and PhysicsBody syncing logic 2017-03-03 20:29:33 +02:00
juanjp600
ee16f0708b -try-catch blocks for GUIComponents fixedChildren lists
-player name and IP address in debug messages
-crash logs now output up to 15 messages
2017-03-03 15:14:18 -03:00
Regalis
e059a08688 Optimized lightsource raycasts 2017-03-03 00:02:43 +02:00
Regalis
f04a00f6e1 Merge branch 'lighting-optimization' 2017-03-02 19:39:55 +02:00
Regalis
335ee8c72e Warning message about unlinked vents is only shown once when saving (not for each vent) 2017-03-02 19:39:00 +02:00
Regalis
a5017193bf Items don't attempt to set the positions of contained items with SetTransform if SetTransformIgnoreContacts fails (because the former calls the latter anyway, causing another exception). Still haven't managed to reproduce the exception 2017-03-02 19:38:31 +02:00
juanjp600
01a543e8b4 Fixed slight mistake in homoglyph list 2017-03-02 13:54:40 -03:00
juanjp600
ac3015f983 Slight homoglyph search optimization
Instead of calling Find twice, it calls it once for the first character and checks if the returned group contains the other character
2017-03-02 12:32:14 -03:00
juanjp600
ba026a8f88 Added list of homoglyphs for name comparison
Unicode is now allowed in player names, but it can't be easily exploited anymore
2017-03-02 12:09:08 -03:00
Regalis
65625777e5 Monster syncing fixes:
- clients freeze and disable AI characters if no updates have been received in a while (due to the monster being far away from player-controlled characters at the servers side for example)
- server disables AI characters that are too far for updates to be sent to clients (-> targets of monster missions can't swim away from the spawnpos and cause the clients' sonars to point to an incorrect position)
2017-03-01 23:14:15 +02:00
juanjp600
f2db3c6b20 Merge remote-tracking branch 'barotrauma/master' into lighting-optimization 2017-03-01 15:02:23 -03:00
Regalis
871c3bc93c Character colliders are disabled when the character is disabled (-> monsters won't automatically drop into abyss in monster missions) 2017-03-01 19:15:50 +02:00
juanjp600
3868b70387 Fixed windowed door shadows 2017-03-01 13:41:37 -03:00
juanjp600
84a8232c1a Fixed override sprite scaling
Now it looks right.
2017-02-28 19:38:25 -03:00
juanjp600
4568f34f39 Rotating lights and overridden textures
The flashlight has the correct texture now, but something still seems off about the UV coordinates. Scaling is probably incorrect.
2017-02-28 19:19:02 -03:00
Regalis
9e16542b13 Replaced the arrows in server lobby buttons with images, made GUIImages rotatable (todo: make them align correctly when rotated/scaled), fixed the size of the sub save warning messagebox 2017-02-27 22:28:10 +02:00
Regalis
979c82443c Derp: fixed submarine files not being included in saves if the player saves and quits from the single player lobby 2017-02-27 21:33:42 +02:00
Regalis
27a883349c Server keeps a reference to the StartGame coroutine and checks if it has stopped running before the round has started, and if so, resets autorestart timer and start button (i.e. an exception at any point during startup will trigger the reset) 2017-02-27 21:30:39 +02:00
Regalis
f8304ceb7e Workaround for exceptions in SetTransformIgnoreContacts
http://undertowgames.com/forum/viewtopic.php?f=21&t=5915#p112558
2017-02-27 20:55:23 +02:00
Regalis
b635a61bb4 Editor UI fixes: UI of the selected item is added to GUIUpdateList in wiring/character mode, save/load/item menus can't be clicked when hidden by wiring/character mode 2017-02-27 20:09:15 +02:00