juanjp600
ae67be1775
Removing "sent" duplicates when a new event is added
2017-02-15 13:48:13 -03:00
Regalis
7f7ac76484
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Source/Characters/Character.cs
Subsurface/Source/GUI/GUI.cs
Subsurface/Source/GUI/LoadingScreen.cs
2017-02-13 22:04:28 +02:00
Regalis
bfc22c7b33
Enabling characters when switching control to them (when switching to a disabled far-away monster for example)
2017-02-13 21:58:27 +02:00
Regalis
1ea3044fd6
Firesource sound fix
2017-02-13 21:12:15 +02:00
Regalis
5871faa2dd
Added a few new console commands: disablehud, lockx & locky (disables submarine movement on the respective axis), followsub (toggles whether the camera moves with the subs)
2017-02-13 16:23:28 +02:00
Regalis
52bf73722f
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
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+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
2017-02-09 23:09:42 +02:00
Regalis
1f16bef01c
Interpolating item drawRotation in the "shortest direction" (prevents twitching if the rotation changes e.g. from -0.1f to PI*2), physicsbodies are lerped towards their targetposition at a constant speed
2017-02-09 00:01:01 +02:00
Regalis
4c5da19ab4
Clients predict the state of a door when a signal is received (and revert back to the correct state if no verification is received from the server in 1 sec)
2017-02-08 19:56:42 +02:00
Regalis
304c67f904
EntityEvent type written into item update messages using WriteRangedInteger, item position updates include the velocity of the item
2017-02-07 21:18:22 +02:00
Regalis
e2a872ad90
Fixed ItemContainer not setting the position of a contained item when it's placed in the ItemInventory, minor refactoring
2017-02-07 21:06:42 +02:00
Regalis
d46207916f
Server doesn't send character position updates to far-away clients, clients disable characters if they haven't received position updates in a while
2017-02-07 18:59:25 +02:00
Regalis
b98ebe6e21
Readded client permissions
2017-02-06 21:07:24 +02:00
Regalis
462a8b5da8
Changed character update IDs from uint to ushort
2017-02-06 16:24:11 +02:00
Regalis
4b8d1054b1
Changed lobby & chatMsg IDs to from uint to ushort, added a utility class that handles the wrap around of IDs
2017-02-05 22:55:19 +02:00
Regalis
9bda79036a
- server doesn't send the STARTGAME message to all clients when someone joins mid-round
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- team ID is included in character spawn messages even if no-one is controlling the character anymore
- living characters are taken into account when assigning jobs for respawned characters (e.g. there can't be two captains alive at the same time)
2017-02-05 21:58:31 +02:00
Regalis
7f661ce362
Fixed a brainfart in property saving (i.e. saveable but non-editable properties not being saved)
2017-02-05 18:42:17 +02:00
Regalis
b375422c4e
"Undertow games" splashscreen
2017-02-05 18:41:49 +02:00
Regalis
89e881cb57
Readded voting (submarine, mode, end round & kick)
2017-02-04 18:30:40 +02:00
Regalis
b5bac67c4a
WIP item position syncing
2017-02-02 20:40:58 +02:00
Regalis
39f977535d
Fixed ragdolls colliding with stairs when swimming even if not steering upwards, AI steering fixes
2017-02-02 20:39:51 +02:00
Regalis
32d7be07ee
ClosestCharacter is saved into NetInputMem (clients can drag characters again)
2017-02-02 19:24:59 +02:00
Regalis
7674647928
Clients don't apply a received inventory state on the inventory until >1 second has passed since they sent their local state (prevents the inventory from briefly reverting to an old state if items are moved around in quick succession)
2017-02-02 18:35:28 +02:00
Regalis
05c5880269
Displaying the names of the connected players in the server lobby
2017-02-01 18:10:48 +02:00
Regalis
b87e22409a
Fixed server setting character LastNetworkUpdateIDs to UInt32.MaxValue
2017-02-01 18:09:31 +02:00
Regalis
5a4201c3f2
Character status syncing fix, less frequent stun update messages
2017-01-31 20:50:40 +02:00
Regalis
b8263d6a90
Removing items from their parent inventory in item.Drop
2017-01-31 20:11:19 +02:00
Regalis
0cd2d7a0b9
Readded traitors
2017-01-30 19:49:13 +02:00
Regalis
6bbd11630d
Fabricator & deconstructor syncing
2017-01-28 12:40:43 +02:00
Regalis
0570956e24
Wiring syncing
2017-01-27 20:59:41 +02:00
Regalis
4589c2bcfb
Syncing changes to ingame editable item properties (light colors etc)
2017-01-27 18:28:07 +02:00
Regalis
626e238994
Merge branch 'master' into new-netcode
2017-01-26 19:57:53 +02:00
Regalis
5afca48a82
Relinking dockingport hulls to gaps after flipping the sub
2017-01-26 19:57:21 +02:00
Regalis
fb1f90e226
Fixed docked subs being moved twice when syncing sub position
2017-01-26 19:04:26 +02:00
Regalis
15b3dd31a8
Merge branch 'master' into new-netcode
2017-01-25 20:30:26 +02:00
Regalis
282c2b75d4
Fixed docking ports disconnecting when a submarine is flipped
2017-01-25 20:30:08 +02:00
Regalis
e27fa1c7ee
Readded team assignment logic
2017-01-15 20:39:06 +02:00
Regalis
b0231105a2
Reimplemented private chat messages
2017-01-15 17:49:31 +02:00
Regalis
8f50cca026
Syncing StatusEffects applied by meleeweapons or using an item on self
2017-01-15 14:49:15 +02:00
Regalis
f7ac98ab5f
Broken items can be repaired, fixed clients never removing firesources (causing the lights to stay after the flames have been extinguished)
2017-01-14 20:30:46 +02:00
Regalis
bd7766d3e7
Server clears EntityEventManager before starting a new round, not just when ending it (fixes events breaking during the next round if an item created an event when unloading the previous sub) + some additional error checks
2017-01-14 20:26:41 +02:00
Regalis
6252db7928
- fixed server validating its own name instead of the name of a client who's logging in
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- clients automatically reconnect to the server when the connection is lost and return back to server list if they fail to reconnect
- showing the error msg as a GUIMessageBox and returning to main menu if starting a server fails
2017-01-14 16:57:47 +02:00
Regalis
fdbdf9638f
Fixed railgun aiming, fixed EntityEvent not being sent if a character is killed by something else than health dropping to zero
2017-01-14 14:45:19 +02:00
Regalis
9b03b2bcc1
Server ignores UPDATE_INGAME messages if the game isn't running, server doesn't set any of the clients' lastRecvIDs above the ID of the latest chatMsg/event/etc (clients can't have received something the server hasn't sent yet)
2017-01-13 18:07:00 +02:00
Regalis
fecb7bee9a
Syncing attack input
2017-01-13 17:53:40 +02:00
Regalis
08053bec85
Clients can join the game mid-round
2017-01-12 20:42:15 +02:00
Regalis
81f3d24070
DockingPort syncing
2017-01-12 18:03:52 +02:00
Regalis
ed675dc75e
Lobby update ID isn't included in ingame update messages, resetting lastRecvGeneralUpdate in InitClientSync
2017-01-11 23:37:30 +02:00
Regalis
037bd09c2c
- clients ignore lobby updates if they already received a more up-to-date one
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- server tells clients their ID in the first lobby update
- clients take control of a spawned character if their ID matches the ownerID of the character (-> respawning works now)
2017-01-11 21:31:19 +02:00
Regalis
dc3885a2da
Server doesn't un-freezes characters that are stunned, unconscious or dead, or controlled by the host
2017-01-11 21:24:03 +02:00
Regalis
8a9b322b78
Clients can create firesources if server tells them to, extinguishing fixes
2017-01-11 18:03:01 +02:00