Commit Graph

22 Commits

Author SHA1 Message Date
Joonas Rikkonen 05cc34afd8 4d2bcb1...1473f77
commit 1473f77ba0c85b80d48dce3e0fca809a9d5da98c
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Fri Mar 22 12:39:03 2019 +0200

    Server automatically ends rounds if there have been no players alive in 60 seconds and respawning is not allowed during the round. Otherwise campaign rounds can get "bricked" if all the clients die/disconnect and there's no-one who's allowed to manually end the round. Closes #1319

commit 7096983fb10e48c2866393d30420bfaa79a0719b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Fri Mar 22 12:03:10 2019 +0200

    Some extra error logging in an attempt to diagnose #1327 (seems that the server is trying to start a campaign round after the campaign has been disposed and another game mode selected).

commit 2d7a3be83cd8865869837879b965fa9aeb046042
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Fri Mar 22 10:53:08 2019 +0200

    Use null as the rotation and angular velocity of a character's collider in network state buffers if the collider is set to a fixed rotation (i.e. when standing). Previously the _current_ rotation and angular velocity was used if the server didn't send the values, which caused the collider to "wobble" when getting up from the ground, because the clients used the current rotation and angular velocity to determine if their predicted state is correct, even though they should've been using past states (or rather, not attempting to correct at all because both the rotation and ang velocity should be 0 when the rotation is fixed).

commit 2e2fd7078798703bc5d6ae398f75fa580ecca566
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Mar 21 22:44:11 2019 +0200

    Disabled kicking clients out of the server if their Steam auth becomes invalid after they've already been authenticated. Got some reports from players about this occasionally happening for no apparent reason, and I don't see the need to kick the clients if they've already been successfully authenticated during that session.
2019-03-22 14:01:25 +02:00
Joonas Rikkonen 63eb4d64e5 f8b0295...0671290 2019-03-18 23:30:58 +02:00
Joonas Rikkonen 3301bed442 409d4d9...aeafa16 (merge human-ai) 2019-03-18 22:52:17 +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 86df5f6b1a Physics error checks & logging 2018-07-30 14:31:30 +03:00
Joonas Rikkonen 2c6535b1f2 PhysicsBody error messages are only shown in the console when verbose logging is on. 2018-07-23 22:52:24 +03:00
Joonas Rikkonen 25a62b3a51 More physics error checks, ragdoll clamps the velocity returned by PhysicsBody.CorrectPosition to prevent applying excessively high velocities to the collider if the position has changed significantly between frames 2018-07-23 17:58:02 +03:00
Joonas Rikkonen 0728784b8b Added invalid value checks to PhysicsBody property setters & item.SetTransform, checking for excessively large values 2018-07-22 17:58:17 +03:00
Joonas Rikkonen faf0a87cfa Added a bunch of error checks to physicsbody-manipulating code 2018-07-20 16:33:12 +03:00
Joonas Rikkonen 395ca3c5c2 Removed debug code from PhysicsBody.ApplyLinearImpulse 2018-04-18 17:27:06 +03:00
Joonas Rikkonen c6f3d0c1b8 Attempt to fix characters occasionally getting launched out of the sub at lightspeed when the sub crashes into something (even if the impact doesn't appear to be that hard): impacts don't increase the velocity of the characters above 20 units/s. 2018-04-18 17:24:10 +03:00
Joonas Rikkonen a2c898150e Item.SetTransform uses SetTransformIgnoreContacts to set the position of the physics body if the body is disabled. No need to update contacts when moving disabled items such as wearables. 2018-02-13 13:54:09 +02:00
juanjp600 23b220b6af Sync character collider rotation, try to make collider face the main limb by instantly flipping it if the angle's too wide, client-side ragdoll correction is more aggressive 2017-12-12 17:58:49 -03:00
juanjp600 d34c783c30 Removed collision from wall gaps 2017-12-06 13:33:54 -03:00
juanjp600 72e42bd257 Added try-catch to PhysicsBody.Enabled setter
Hopefully this should help us track down what's causing this exception
2017-12-04 20:32:22 -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 362428280a Multiple particle emitters can be be attached to a background sprite, hydrothermal vents push characters and subs upwards, tweaked hydrothermal smoke particles & trigger positioning 2017-08-26 17:07:13 +03:00
Joonas Rikkonen 1a12f46708 All remaining physics bodies are removed at the end of submarine unloading (freeing debug bodyShapeTextures, etc). -> LevelTrigger bodies don't have to be removed separately during unloading 2017-08-24 20:30:10 +03:00
Joonas Rikkonen 64ad5e5003 Removed unnecessary using directives 2017-07-05 18:35:09 +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