Commit Graph

324 Commits

Author SHA1 Message Date
Regalis
402c745fc3 Reimplemented chat range & radio messages. Each client now has their own chatMsgQueue, so all chat messages don't have to be sent to all clients. 2017-01-07 19:22:48 +02:00
Regalis
1f07b18e5b Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Items/Components/DockingPort.cs
	Subsurface/Source/Items/Components/Signal/Wire.cs
	Subsurface/Source/Items/Item.cs
2016-12-29 22:18:27 +02:00
Regalis
12b7290bad Fixed Ragdoll.HeadInWater not being set to true if the character is inside a water-filled hull but the head is outside the sub, HUDProgressBars aren't created when a non-controlled character repairs something 2016-12-28 20:00:40 +02:00
Regalis
49d4108eeb Fixed character colliders sinking/floating away when using a railgun controller underwater 2016-12-28 19:56:52 +02:00
Regalis
c3d29e41ad Additional null check in Wire Update, stopping paused sounds before deleting them (prevents an OpenAL error when switching to sub editor when the mainmenu drone sound is playing) 2016-12-21 20:35:38 +02:00
Regalis
40c28a11de Docked subs are forced to correct positions during loading and the docking is "locked" (subs won't get stuck inside each other even if the linked sub is placed incorrectly in the editor) 2016-12-13 23:12:56 +02:00
Regalis
5241546069 Fixed error message spam if a docking port is linked to another port in the same sub 2016-12-12 13:31:26 +02:00
Regalis
9819c52ced Fixed null exception if switching to wiring mode while some item is selected 2016-12-12 13:28:44 +02:00
Regalis
2871830670 Fixed wire connections & nodes resetting when copypasting them 2016-12-11 22:33:15 +02:00
Regalis
1f454d593e Inventory syncing, objHeader is passed to the ClientRead/ServerRead methods so they can determine how to read the msg (is it an inventory update, position, input, etc) 2016-12-10 16:39:58 +02:00
Regalis
63ca7254b2 Fixed steering syncing 2016-12-09 17:42:52 +02:00
Regalis
fa712e0102 Checking if a client can access an item in the itemcomponent serialization methods 2016-12-09 16:56:17 +02:00
Regalis
f04ebf1503 Wire IndexOutOfRange fix 2016-12-09 14:49:36 +02:00
Regalis
c6380c3774 Broken junction boxes can't pass power from a box to another (wtf how have I not noticed this) 2016-12-01 17:34:02 +02:00
Regalis
42ff4a0d9a The equipped wire can be moved from connection to another after connecting it, without having to unequip it first 2016-11-30 16:47:36 +02:00
Regalis
568c909ff0 Improved wire editing logic:
- wires have to be selected by clicking before any nodes can be moved
- wires can be selected by clicking either the nodes or the sections
- new nodes can be added by clicking a section while holding ctrl
- the selected wire is drawn on top of all other entities
2016-11-30 16:45:21 +02:00
Regalis
0b03b78606 Entities that are behind other entities can be selected using a listbox that appears when hovering the cursor over them, itemcomponent GUIFrames aren't added to GUIUpdateList in sub editor (unless in character mode) 2016-11-29 17:30:13 +02:00
Regalis
adde3461ea Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/Items/Components/Door.cs
	Subsurface/Source/Items/Components/Power/PowerContainer.cs
	Subsurface/Source/Items/Components/Signal/Wire.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Networking/ChatMessage.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Networking/GameServerLogin.cs
	Subsurface/Source/Networking/GameServerSettings.cs
	Subsurface/Source/Networking/NetworkMember.cs
2016-11-24 19:52:40 +02:00
Regalis
82aa43cda3 Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma 2016-11-21 16:31:54 +02:00
Regalis
50d706c67b - changed how PowerContainers determine how much power to provide to the grid, batteries can now match the load of the grid
- light-emitting alien structures that hold the artifacts instead of just having the artifacts lay on the floor (can also be used for turning artifacts into power sources if installed in a sub)
2016-11-21 16:28:30 +02:00
juanjp600
7a3bce3973 Hull volume helper in editor + Character name matches client name + Better-looking Watcher light source
Also '' is a thing of the past, use \" instead
2016-11-20 18:47:22 -03:00
Regalis
8c90fd1774 Doors push colliders away when closing, small human standing anim tweak 2016-11-18 18:47:58 +02:00
Regalis
d37bad2d44 Wire sections are updated after flipping, made the wire node list private and added public methods which ensure that sections are updated when modifying nodes 2016-11-16 18:41:32 +02:00
juanjp600
5922fc972d Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma 2016-11-15 22:26:46 -03:00
juanjp600
d2c17274fe GUI elements now respect render order + some minor distance comparison optimization 2016-11-15 22:26:36 -03:00
Regalis
184c6858cd Removing orphans in PathFinder.GenerateNodes, fixed autopilot steering the wrong way if clicking an already selected destination tickbox 2016-11-15 20:48:52 +02:00
Regalis
0c9a55e9e0 - server doesn't create a new EntityEvent if there's a duplicate event waiting to be sent
- hull, radar, steering & pump syncing
2016-11-14 16:58:21 +02:00
Regalis
b86231170f Fixed selectionrect becoming active when moving entities in the editor, null check in ConnectionPanel.UpdateHUD 2016-11-14 16:29:15 +02:00
Regalis
3d234aef73 Sending NetEntityEvents from client to server, ItemComponent class doesn't implement the INetSerializable interfaces (only the derived classes do), reactor syncing 2016-11-13 19:34:23 +02:00
Regalis
498c72c64a Server sends ServerEntityEvents to clients, NetEntityEvents can contain an object array which will be passed to the serializable entity (now only used for ItemComponent indices) 2016-11-13 13:56:48 +02:00
Regalis
c314b37029 Some classes for syncing entity state changes. Similar to the NetworkEvents in the old netcode, but the logic is split into separate classes which prevent the server from reading updates for entities that aren't IClientSerializable.
todo: add NetEntityEventManagers to server & client, some logic to prevent sending events that don't need to be sent (e.g. duplicate event state updates)
2016-11-12 20:56:06 +02:00
Regalis
c2098f06f8 Removed a redundant DrawRectangle method & redundant sub visibility culling in GameScreen 2016-11-12 18:29:39 +02:00
Regalis
0353732e7e Fixed highlighting items when highlighting a wire in a connection panel 2016-11-12 18:27:35 +02:00
Regalis
7fa660d38e Wires can be cloned and moved if both items it's connected to are selected 2016-11-12 15:51:46 +02:00
Regalis
96cedd67f1 ItemComponents that don't implement the IDrawableComponent interface can't be added to the list of drawable components, pickTimer is ignored when deattaching items from the walls in the editor 2016-11-11 17:34:21 +02:00
Regalis
e6356a7516 Updating wire sections when moving nodes in the editor 2016-11-10 19:44:48 +02:00
Regalis
8d1db582ad Fixed flickering lights 2016-11-10 17:46:46 +02:00
Regalis
ac65a431a8 Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Items/Components/Signal/Wire.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Items/ItemInventory.cs
	Subsurface/Source/Networking/GameServer.cs
2016-11-09 17:58:56 +02:00
Regalis
d017817878 Updating wire sections if the wires are moved during loading 2016-11-09 16:23:48 +02:00
Regalis
e3cd19b781 Wire rendering optimization (angles & distances between nodes are only calculated when adding/removing nodes) 2016-11-08 22:22:49 +02:00
Regalis
adf19869c2 - ItemContainers whose bodies are disabled don't set the positions of the contained items each frame (only once when the item is placed in the container)
- ItemContainers maintain a list of statuseffects that need to be applied on the contained items instead of constantly rechecking each item
- deactivating ItemContainers if they have no body and there are no statuseffects to apply
2016-11-08 21:22:09 +02:00
Regalis
1617cd8f7a Item/statuseffect optimization:
- PowerTransfer components cache power connections instead of rechecking them every frame
- items store connections in a dictionary with the name of the connection as a key (-> finding the correct connection when sending a signal is more efficient)
- storing item tags & StatusEffect targetNames in HashSets
2016-11-08 21:14:29 +02:00
Regalis
e15f5f5040 Moving a wire outside the sub doesn't reset connections or nodes in the editor 2016-11-06 15:58:34 +02:00
juanjp600
fae2dc2536 Can compile again
Let's hope it's not too broken.
2016-11-05 18:55:11 -03:00
juanjp600
f0acf69065 Merge remote-tracking branch 'barotrauma/master' into new-netcode
# Conflicts:
#	Subsurface/Properties/AssemblyInfo.cs
#	Subsurface/Source/Characters/AI/EnemyAIController.cs
#	Subsurface/Source/Characters/AICharacter.cs
#	Subsurface/Source/Characters/Character.cs
#	Subsurface/Source/Items/Components/Signal/Connection.cs
#	Subsurface/Source/Items/Item.cs
#	Subsurface/Source/Map/Structure.cs
#	Subsurface/Source/Networking/GameClient.cs
#	Subsurface/Source/Networking/GameServer.cs
#	Subsurface/Source/Screens/NetLobbyScreen.cs
2016-11-05 18:18:20 -03:00
juanjp600
35dafc4792 Merge remote-tracking branch 'barotrauma/master' into new-netcode
# Conflicts:
#	Subsurface/Source/Characters/Character.cs
#	Subsurface/Source/Items/Components/Machines/Steering.cs
#	Subsurface/Source/Map/Structure.cs
#	Subsurface/Source/Networking/GameClient.cs
#	Subsurface/Source/Networking/GameServer.cs
2016-11-05 18:09:44 -03:00
Regalis
3cc807605e Wires can be dragged from a connection panel to the inventory without dropping them, wire connections & nodes are cleared when taking the wire outside 2016-11-02 14:40:05 +02:00
Regalis
9b29c52a1b Removed redundant data from AICharacter update messages, fixed startlocation name being shown for endlocation on nav terminals 2016-10-31 21:01:01 +02:00
Regalis
eb2c51c2f1 Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method) 2016-10-31 20:50:20 +02:00
Regalis
72178d4b1f Fabricator UI shows item descriptions and items that can't be fabricated are grayed out, added a couple of new fabricable items 2016-10-28 19:47:45 +03:00