Commit Graph

26 Commits

Author SHA1 Message Date
Alex Noir
bdeb3a19fd Updated server logs so admins can see disguised persons
clientist should also display stuff
TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
2017-12-16 20:24:24 +03:00
Alex Noir
18d75c620f Adds crowbar function to force-open doors...
***except the Door component ignores the damn requireditem and allows bare fukken hands to open it goddamnit***
2017-12-15 16:47:10 +03:00
Joonas Rikkonen
847e10d4a2 Fixed wires not being dropped server-side when a player drops a connected wire without dragging it to their inventory first (or client-side when a host does so).
Closes #96
2017-12-13 18:34:23 +02:00
Joonas Rikkonen
7026da2748 Health Scanner HUD shows the status of all nearby characters without having to highlight them. Fixes being unable to scan characters that aren't dead or unconscious. Non-human characters can also be scanned now.
Closes #73
2017-12-07 19:34:32 +02:00
Joonas Rikkonen
2e6d35ce8e Doors with no broken sprite turn black when destroyed (just like before). TODO: graphics for broken ruin doors/hatches 2017-12-05 22:31:13 +02:00
juanjp600
343b8efd87 Fixed unwired railgun controller crash 2017-12-02 08:13:08 -03:00
Joonas Rikkonen
51fe7df481 Railgun HUD (shows supercapacitor charge & how many shells there are left) 2017-11-27 19:34:57 +02:00
Joonas Rikkonen
765587efd7 Renamed screens (EditMapScreen -> SubEditorScreen, EditCharacterScreen -> CharacterEditorScreen) 2017-11-18 15:13:03 +02:00
Joonas Rikkonen
b3769b383a - Input field for rects.
- Input fields for ItemComponent requiredItems.
- Added tooltips to a bunch of editable ItemComponent properties.
- Misc fixes.
2017-11-13 22:06:13 +02:00
Joonas Rikkonen
f7298c241e Progress:
- Input fields for vectors & colors in SerializableEntityEditor.
- SerializableProperty tooltips.
- GUINumberInput supports floats.
- EditingHUD for structures (atm the only editable property is the color of the sprite)
2017-11-12 20:24:11 +02:00
Joonas Rikkonen
8e556f1c76 - Renamed a bunch of ObjectProperty-related stuff (ObjectProperty -> SerializableProperty, IPropertyObject -> ISerializableEntity, the "SerializableProperty" attribute -> Serialize).
- Rectangle serialization.
- Option to restrict numeric properties to a range of values.
- WIP generic ISerializableEntity editor.
2017-11-08 21:15:03 +02:00
Joonas Rikkonen
a0d606ef5f Working on improving the serialization system and ObjectProperty/IPropertyObject (TODO: come up with better names). The plan is to:
- Add support for some of the most common types (vectors, colors, rects) so there's no need to parse the values in the setters of the serializable properties (see Holdable.HoldPos for example).
- Make a generic version of the item editing HUD that can be used on any IPropertyObject. Should make it easier to implement things like the character editor, editing structure properties, particle editor, etc.
- Improve the interface of the editing HUD. Instead of having to type in a string value into a textbox, there should be number input fields for numeric properties, sliders for properties that only accept a range of values, a color picker, etc. And tooltips.
2017-11-03 19:41:21 +02:00
Joonas Rikkonen
25664ea611 Optimizations & minor visual changes to sonar UI 2017-11-01 20:59:30 +02:00
Joonas Rikkonen
142920d704 - Added sprites for damaged doors.
- Fixed destroyed doors being impossible to repair because the repair tool raycasts wouldn't hit the disabled body of the door.
- Destroyed doors don't cast shadows and the body isn't re-enabled until the door is restored to 50% health.
2017-10-12 19:45:49 +03:00
Joonas Rikkonen
f46dc5da28 Water flow logic tweaking:
- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.

+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
2017-10-10 21:07:45 +03:00
Joonas Rikkonen
1ff2054ca8 Converted the GetAttribute methods in the ToolBox class to extension methods 2017-10-04 18:38:40 +03:00
Joonas Rikkonen
96a64d45dc Moved MapEntity saving methods to the shared project (the server needs to be able to save subs in the campaign mode) 2017-08-30 18:09:48 +03:00
Joonas Rikkonen
75a4d641bf Medical scanner shows husk infections 2017-08-10 20:30:48 +03:00
Joonas Rikkonen
61b90464dd Playing whack-a-mole with the interaction logic again:
- Fixed server keeping clients focused on entities until they report focusing on something else. This allowed clients to interact with the entity they previously focused on, even if they weren't anywhere near anymore.
- Checking if clients are allowed to focus on an entity before letting them do so (!!!).
- Server doesn't highlight entities when a client focuses on them.
- Characters can interact with a wire if they've selected either of the items it's connected to.
2017-07-26 21:03:21 +03:00
Joonas Rikkonen
286c1ad950 Fixed crashing when a client clears connections of a wire (because the logging attempted to access Character.Controlled instead of the client's character), fixed the (completely broken) ConnectionPanel.ServerRead 2017-07-25 21:27:22 +03:00
Joonas Rikkonen
575b643c62 Added "user" parameter to Inventory.PutItem and Inventory.TryPutItem. + More descriptive wiring logging: the logs don't list all the wires in a connectionpanel but only the changes a player does to the wiring. Disconnecting wires by picking them up and wiring done by the host are also logged now. 2017-07-17 23:27:31 +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
Joonas Rikkonen
8f3c58de4b Fixed null exceptions when selecting a sonar in a sub with no hulls 2017-07-05 17:39:30 +03:00
Joonas Rikkonen
9b054ebd50 Added an artifact that attracts creatures, item max health can be changed & items can be made indestructible 2017-07-04 22:10:30 +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