commit ece6ead54c021d084f406f4f99daa5a0a7ef4b19
Author: Regalis11 <poe.regalis@gmail.com>
Date: Fri Mar 22 21:52:56 2019 +0200
v0.8.9.7
commit c10dd821ca1a89b4ae62046cf8e558589ff8e6af
Author: Regalis11 <poe.regalis@gmail.com>
Date: Fri Mar 22 21:00:02 2019 +0200
Fixed release builds crashing due to simulatedlatency etc commands not existing in release builds
commit dee0dded80cbbf30d484232b6706dd705a577eb7
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Fri Mar 22 15:24:44 2019 +0200
Fixed nullref exception if a client disconnects while netstats is enabled
commit c45d5bf0c5a4a68200c9eca461cd04090a5de23a
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Fri Mar 22 15:24:26 2019 +0200
Togglehud, toggleupperhud and togglecharacternames don't require a permission to use, made simulatedlatency, simulatedloss and simulatedduplicateschange usable to clients
commit cec1ac6bccac058bc12ddf18c8e060a7a47c9301
Merge: 411cd9726 1473f77ba
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Fri Mar 22 14:01:58 2019 +0200
Merge branch 'dev' into enemy-ai
commit 411cd9726979668764eea782b515c7510ec4f5a8
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Fri Mar 22 14:01:09 2019 +0200
If the target has changed, re-evaluate the attacking limb. Fixes Hammerhead getting stuck next to the sub, because it treats the claw as the attacking limb when targeting characters inside the sub. It should use the head, because it has a wall target.
commit 2522bec262f9cb1dea9df75e1d2c22307be5254c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Fri Mar 22 13:58:18 2019 +0200
Enemy ai/steering fixes:
- Store both sim and world positions. Offset the simposition with the subposition and use it for steering. Fixes enemy indoorsteering, which was broken.
- Use head or torso for steering instead of always using the main limb. Fixes characters like Mudraptor overshooting their targets badly.
commit c667ff9e4edf8af8f95278fbad42e0c8dd37d84c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Fri Mar 22 13:54:21 2019 +0200
Improve the ai debug graphics.
commit 4c6c13e07e43a4e3ce2a11dfc4064961c442044a
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 21 17:11:17 2019 +0200
Refactor, fix and adjust the enemy targeting logic:
- Change the logic for fading the memories
- When attacking a wall target, set it as the currently selected ai target so that we adjust the right memory
- Significantly reduce the value of character targets that are not in the same submarine
- In aggressive boarding, double the priority of walls when outside. Set the priority to 0 when inside. Reduce the attractiveness of doors, but still keep the values high.
- Redefine priorities for Mudraptor and Crawler (wip)
commit b085a95cff6bcf5e3f13e90dd1b71ac15e5ec1ab
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Thu Mar 21 13:16:22 2019 +0200
Allow enemies to target walls by decision (not only when they happen to be on their way). TODO: target only outer walls and only when outside of the sub.
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.
commit d38c50cc354476d5309645bc1487a4c03fe97d57
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Wed Mar 20 16:27:45 2019 +0200
Fixed inability to throw anything in the multiplayer. The clients would create a network event about dropping the item during the throw, which prevented throwing it server-side (because the item isn't in the character's inventory anymore by the time it should be launched). Closes#1318
commit 25cc1ceefcf62e346281c24c41964053d102701c
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Wed Mar 20 16:21:33 2019 +0200
Merge same afflictions into one icon in the preview above the health bar (instead of showing the same icon for each limb that has the affliction)
commit 7cc231bc51890e7fde50bbac3413328dd7bc5189
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Wed Mar 20 14:23:06 2019 +0200
Fixed server creating network events in Item.Load due to CreateServerEvent calls in some of the ItemComponent properties (e.g. LightComponent.IsOn). Caused syncing problems because the entity spawn events aren't created until the item has been loaded, leading to situations where clients fail to read events because the entity doesn't exist at their end yet (see #1293). TODO: get rid of console errors when attempting to create events during component initialization in the Item constructor.
commit ac1bf32edf125d95d56775e1e8ce54ac7671328c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Wed Mar 20 13:49:55 2019 +0200
Fix Hammerhead attack causing warping. Adjust the targeting priorities.
commit e3e032d7c3a753397269bb4236c1494ab0809004
Author: itchyOwl <lauri.harkanen@gmail.com>
Date: Wed Mar 20 13:48:47 2019 +0200
Enemy AI fixes:
- Fix enemies "fleeing" after they have been shot. There was a steering issue when they targeted characters that were inside the sub when they were outside of it
- Fix the previous target resetting too often
- Fix the wall target resetting too often
- Use world positions instead of sim positions where possible, because the sub positions are then taken into account
commit 847cf5ffd9212a542000dbf12332b2c08756579a
Author: Daniel Asteljoki <daniel.asteljoki@gmail.com>
Date: Wed Mar 20 12:00:15 2019 +0200
Remora: added power connection between sub and drone, removed non-scaling hull parts
commit a9c2e8cc124713e90dd44a9adf2fcbb3204b2c4d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Wed Mar 20 11:24:37 2019 +0200
Server sets clients' last received campaign save/update IDs to one before the current up-to-date IDs (instead of zero) when a campaign changes. Zero would get interpreted as a more up-to-date ID if the IDs of the current campaign are close to ushort.MaxValue where the IDs wrap around.
commit 07d82b64e6990eacaf8905aed1a5d7c61224e47d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Tue Mar 19 18:24:01 2019 +0200
Log level inequality error messages & client error reports handled by the server to GameAnalytics
commit 8a2a718a0544d5c1707f10b75498e528a7912726
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Tue Mar 19 16:47:49 2019 +0200
Only update affliction icons every 0.5 seconds (or when switching limb selection in the health interface). Otherwise afflictions can flicker rapidly when the player for example has status effects that cause an affliction's strength to fluctuate around the ShowIconThreshold. Also set the default ShowIconThreshold value to 0.05. Closes#1304