Commit Graph

1811 Commits

Author SHA1 Message Date
Alex Noir b3eaa6bd17 Merge remote-tracking branch 'origin/master' into moStuff
# Conflicts:
#	Barotrauma/BarotraumaShared/BarotraumaShared.projitems
#	Barotrauma/BarotraumaShared/Data/clientpermissions.xml
2017-12-23 17:33:24 +03:00
Alex Noir 60329fb0d1 Fixed missing clientpermissions.xml preventing hosting
Fixed double-clicking items in corpses putting them in their hands instead of your inventory
Fixed game over/round end music not playing in multiplayer
Added Item Combinations for things like chemicals, etc. - this transfers condition from one item to another
Added game over text to multiplayer round summary
2017-12-23 16:59:08 +03:00
Alex Noir 402bcb5d66 quickfix 2017-12-22 22:01:06 +03:00
Alex Noir 6d30557860 Overhaul fabricators and deconstructors to have minCondition, maxCondition (deconstructor) and outCondition
Implement several suggestions listed in https://github.com/Regalis11/Barotrauma/issues/196
Add more fabricatables and deconstructables
2017-12-22 21:33:14 +03:00
Joonas Rikkonen ac53c5f80d Fixed campaign view button overlapping with the spectate button in NetLobbyScreen. Closes #117 2017-12-22 01:18:16 +02:00
Joonas Rikkonen 2287ddda29 Added empty default client permission file 2017-12-22 01:17:43 +02:00
Joonas Rikkonen 7c37ba0955 Characters can only have one picking timer active at a time. Closes #179 2017-12-21 22:31:48 +02:00
Alex Noir 9610444e67 Merge branch 'master' into moStuff
# Conflicts:
#	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
2017-12-21 23:17:56 +03:00
Alex Noir c26cef89c6 Fixed DelayedEffect applying when dropped from hands
Amanitin is now craftable from Erythrozine, Flash Powder and Sulphuric Acid with 60 medical skill
Diving Mask and Diving Suit are now craftable
Diving Suit is now deconstructable
Fixed buttons yielding different materials on deconstruction
2017-12-21 23:03:25 +03:00
Joonas Rikkonen 4db708335a Readded homoglyph comparisons to client name checking during login (i.e. similar name checks can't be bypassed by using similar-looking characters). Looks like this got removed due to a messed up merge 5bdb57b
Closes #182
2017-12-21 21:57:06 +02:00
Alex Noir 9251dbf83a Overhaul DelayedEffect to support application to multiple targets
Fix DelayedEffect being unusable by monsters due to monsters calling Single Target Apply in their Attack, which DelayedEffect doesn't override, by making Apply (single target) call Apply (multiple targets) which THEN calls the protected Apply function.
Nerf Amanitin to require two injections to be lethal. First injection only stops oxygen from regenerating and slightly saps HP.
Add Cause of Death to Health HUD
2017-12-21 21:40:54 +03:00
Joonas Rikkonen 604fc65154 Human AI improvements & fixes:
- Replaced item name comparisons with Prefab.NameMatches (-> item names can be changed without breaking the AIs).
- Having an AIObjective set as the current order of the character doesn't automatically cause it to have a high priority. For example, the order to fix leaks has a low priority if there are no leaks to fix.
- AIObjectiveFixLeaks makes sure the character is wearing a diving suit before going to fix a leak. The characters used to run in and out of flooded rooms because the AIObjectiveFindSafety objective would become active as soon as the character entered the room, causing the character to run out, and then immediately run back because they are no longer in immediate danger of drowning, making the FixLeaks objective the most high-priority one.
- Characters attempt to find a room with no water in AIObjectiveIdle even if the character is wearing a diving suit.
- AIObjectiveFindSafety considers flooded rooms dangerous even if the character is wearing a diving suit (-> the character attempts to go into a more dry room instead of happily idling in the flooded one).
- Distance to a hull doesn't decrease its desirability nearly as much in AIObjectiveFindSafety (-> fixes characters not bothering to move into a non-flooded room if it's far away).
- AIObjectiveOperateItem makes sure the item is equipped before using it (-> characters can't weld leaks with the welder in their inventory).
2017-12-21 19:49:26 +02:00
Alex Noir b9e0c97c9d nerf Auxiliorizine slightly 2017-12-21 16:45:46 +03:00
Alex Noir e6b7a0d313 Adds ducts, switches and motion detectors, as well as door breaking sounds, all based on Barotrauma Extended mod.
Several sounds and sprites were altered to their mod counterpart.
Fixes doors being unfixable without having a crowbar.
Fixed case sensitivity mismatch for crowbar.ogg - this is a problem for linux builds.
2017-12-21 16:37:46 +03:00
Joonas Rikkonen 9ed2871ede Renamed a couple of properties for consistency & removed unnecessary CPR blood particle scaling 2017-12-20 20:26:22 +02:00
Alex Noir e5f60b29e1 tweaks and stuff 2017-12-20 20:44:21 +03:00
Joonas Rikkonen dde320b387 Merge pull request #101 from Crystalwarrior/moRags
Body shoulder-grab, better CPR anims, CPR and Crit overhaul!
2017-12-20 19:37:38 +02:00
Joonas Rikkonen ce37411a29 Merge branch 'permission-overhaul'. Closes #49
Conflicts:
	Barotrauma/BarotraumaShared/Source/DebugConsole.cs
	Barotrauma/BarotraumaShared/Source/Networking/ChatMessage.cs
2017-12-20 19:36:17 +02:00
Joonas Rikkonen b3c3970209 Server responses to clients using console commands ("granted permissions to client", error messages, etc) are displayed in the client's debug console instead of the chat box. Client command usage is included in server logs. 2017-12-20 19:18:32 +02:00
Joonas Rikkonen 91699b26a6 Giveperm and revokeperm commands work correctly now when used by clients 2017-12-20 18:58:27 +02:00
Joonas Rikkonen 3e4d2c5a8a Fixed incorrect positioning of debug console question prompts. The ShowQuestionPrompt method used to take the last textblock in the console and consider that as the question prompt text, even though the text had only been queued and the actual GUITexblock hadn't been instantiated yet. 2017-12-20 18:57:42 +02:00
Alex Noir 1fe71b5fe6 Fixed IsInWater acting strangely 2017-12-20 18:54:00 +03:00
Alex Noir 20e583d816 boy oh boy this is proving to point out some major issues with the status effect system 2017-12-20 16:53:14 +03:00
Joonas Rikkonen 0204bc2c49 Added permission presets (or ranks). Current presets are none (no special permissions), moderator (round management & kicking) and admin (almost everything permitted). 2017-12-19 22:27:07 +02:00
Joonas Rikkonen 0a8c79c1cb Fixed exceptions in GUIListBox.Select if any of the children have null userdata, option to add tooltips to GUIDropDown items 2017-12-19 22:22:42 +02:00
Alex Noir e56f5c4946 what started as a fix of https://github.com/Regalis11/Barotrauma/issues/103 ended up being a huge CPR overhaul. oops.
CPR:
There's now a difference between CPR on bleeding, CPR on hurting and CPR on oxygen deprivation.
If you try to CPR bleeding people, it will make bloody sounds and particles while hurting them. So don't.
If you CPR people with less than 0 health, it will do RNG based on your skill level to bring them back to life with 2 HP.
Otherwise if you CPR their oxygen back, chest pumps will simply prevent oxygen deprivation and mouth-to-mouth will bring back their oxygen while taking yours based on the skill level.

Crit:
Changed it so you always lose oxygen when critical. Your heart stopped either way!
2017-12-19 22:11:45 +03:00
Joonas Rikkonen d03dd40336 Fixed item GUIMessages overlapping with each other 2017-12-19 18:11:47 +02:00
Joonas Rikkonen b7b747d674 Merge branch 'master' of https://github.com/Regalis11/barotrauma 2017-12-19 17:31:08 +02:00
Joonas Rikkonen 4ce4b0a934 Fixed submarines bouncing on characters submarines that are laying on the ocean floor. Not a very realistic way to handle the collisions - the sub just stops as if it had collided with the level walls (making it seem as if the characters were made of concrete), maybe make the collisions gib the character?
Closes #152
2017-12-19 17:30:08 +02:00
Alex Noir 3b65802a95 Fix issue #97 by allowing stunned people to sustain bleed + oxygen damage as well as handling crit health effects differently 2017-12-19 15:25:01 +03:00
Juan Pablo Arce c87a582f21 Added smallitem tag to Revolver
It makes sense to be able to place it in containers IMO.
2017-12-18 19:41:34 -03:00
Joonas Rikkonen eedc3ffe49 Fixed submarines bouncing on other submarines that are laying on the ocean floor (see #152). + Reduced the cap of ice and structure damage particles per impact.
TODO: the same thing for characters (and items?)
2017-12-18 20:23:03 +02:00
Joonas Rikkonen 65fb67df54 Inventory.FindItem takes the aliases of the items into account (-> possible to change item names without breaking crew AIs and the tutorial) 2017-12-17 22:40:30 +02:00
Joonas Rikkonen 33f0b1c967 Character.DisplayName looks at the Card slot directly instead of finding the first ID card in the inventory and seeing if it's in the Card slot. + reduced nesting 2017-12-17 22:38:21 +02:00
Joonas Rikkonen 26503a975c Fixed sub->sub and outside->sub visibility checks when determining name tag visibility. 2017-12-17 22:34:24 +02:00
Alex Noir 3343185e9f Make radios drain battery when idle so they're no longer infinite when not equipped in face slot
Reduce drainage rate due to original drain rate being too quick though
However: radios will still drain battery even when dropped or put in a locker. This could be solved by either implementing a conditional into .xml which would check if a character exists,
orrrr by adding a toggle in-inventory button,
orrrr by allowing a third "toggle" param for booleans e.g. "OnUse" IsActive="toggle"
2017-12-17 23:25:17 +03:00
Alex Noir e5c49d929d Fixed ragdolling and grab-type switching in singleplayer 2017-12-17 23:13:50 +03:00
Alex Noir 9e307d8302 Merge branch 'master' into moRags 2017-12-17 22:58:16 +03:00
Joonas Rikkonen 6127bb473d - Moved character nametag visibility culling to the update method (doesn't make sense for the update rate to be tied to rendering framerate).
- Name tags on characters that are outside the camera view are automatically hidden to avoid the costly visibility checks.
- If the controlled character or the target has no head, the visibility check is done based on the position of the torso.
- Fixed sub->outside visibility checks.
- Fixed invalid attributes in the flashlight config.
2017-12-17 21:47:03 +02:00
Alex Noir 1e5b25bd1a Merge branch 'master' into moRags 2017-12-17 22:41:45 +03:00
Joonas Rikkonen 62bb5119ab Merge branch 'master' into coolthings 2017-12-17 21:11:42 +02:00
Joonas Rikkonen a5d6da31a4 Holdable items can be held in any limb slot, not just hands. + Characters can hold a flashlight in their mouth. 2017-12-17 20:42:31 +02:00
Alex Noir 041d1112b8 Added a timer to the raycasts so it's not screwing over performance too hard 2017-12-17 21:35:19 +03:00
Joonas Rikkonen e35fe18662 Carrier's "dummy limb" with a light source cannot be severed. Closes #154 2017-12-17 19:33:53 +02:00
Alex Noir 714b52dce8 Fixed several sound-related issues that have been bothering me for ages, e.g.
* Sounds not playing when the structure is fully destroyed
* Glass windows using wrong sound effects
* Only one glassBreak sound was used despite there being 3
2017-12-17 18:05:05 +03:00
Alex Noir 0eacbce313 Tweaked crowbar to be a powerful two-handed weapon instead 2017-12-17 16:32:25 +03:00
Alex Noir 6b8bd59656 Let mechanics spawn with crowbars 2017-12-17 15:52:48 +03:00
Alex Noir a620b06831 Play a loud sound when the door is crowbarred open so everyone is alerted! (Security should know when someonoe is breaking into places without ID card)
TODO: use bump.ogg when wrenching/crowbarring is initiated
2017-12-17 15:49:16 +03:00
Alex Noir 4f7c805a9c Hide character names/health/etc. if you can't see their head or it doesn't exist.
TODO: use Line of Sight instead of CheckVisibility
2017-12-17 15:17:15 +03:00
Alex Noir d5e409bfff Increase muffling effects with obstruction for spoken speech (barely affects radio chat and wifi components, however it does add extra 100f range to the distance)
Decreased required muffling to 0.3f
Added an "obstructionmult" to intensify speaking obstruction effects
2017-12-17 14:55:35 +03:00