Commit Graph

28 Commits

Author SHA1 Message Date
Joonas Rikkonen bb91c8ce75 Fixed occasional "trying to read past the buffer size" errors when reading messages from the clients 2017-06-29 21:21:37 +03:00
Joonas Rikkonen 84e3c062a6 Merge branch 'ai-overhaul'
Conflicts:
	Barotrauma/Source/Characters/Attack.cs
2017-06-29 17:02:37 +03:00
Joonas Rikkonen 450020b47c Characters don't attempt to grab grab severed limbs when dragging dead bodies 2017-06-28 17:08:56 +03:00
Joonas Rikkonen 03670d735d Crawlers and mantises can attach to ice walls when idling 2017-06-22 20:05:19 +03:00
Joonas Rikkonen 397e6a5a97 The camera zooms out further when controlling a large non-humanoid character 2017-06-22 19:04:22 +03:00
Joonas Rikkonen e090806d3a - Charybdis's and coelanths can eat other creatures.
- Split charybdis's tail into several parts, the single stiff tail limb made it too difficult for it to turn around.
- Option to override the torque that's used to rotate the mainlimb of swimming creatures to the correct direction.
- The scale of the characters' limbs is taken into account in EditCharacterScreen.
2017-06-22 18:16:00 +03:00
Joonas Rikkonen 38f92acf8e Bunch of fixes to null reference exceptions caused by removing characters mid-round 2017-06-21 16:56:35 +03:00
Joonas Rikkonen 4ac9aa09c6 Eaten characters disappear, tweaked the movements of the eater a bit 2017-06-21 16:55:56 +03:00
Joonas Rikkonen f0873bdae6 Progress on making creatures eat each other, waists of humanoid characters can't be severed from the torso because they're used to anchor colliders to dead characters 2017-06-20 21:16:42 +03:00
Joonas Rikkonen d07649463b Fixed limbs becoming severed even if the character isn't dead, severed limbs fade out after 10 seconds 2017-06-20 21:01:59 +03:00
Joonas Rikkonen d2ab71b07d "Explosion" debug command 2017-06-19 19:26:53 +03:00
Joonas Rikkonen aa541695fc Working towards making monsters eat dead characters (WIP) 2017-06-19 19:24:59 +03:00
Joonas Rikkonen 06e23ffe6d Some tweaks to make enemy attacks less likely to miss:
- Option to select which limbs attack force is applied to (e.g. husks and crawlers now lunge forward when attacking).
- Enemies attack towards the closest limb of their target instead of the main limb.
2017-06-14 20:49:03 +03:00
Joonas Rikkonen 242da11e3f Attack configs determine whether an attack can sever limbs (instead of the amount of damage), new blood particles 2017-06-14 19:24:49 +03:00
Joonas Rikkonen f6425a7229 Characters using FishAnimController twitch for a few seconds after dying 2017-06-14 19:23:07 +03:00
Joonas Rikkonen 680204b2cc Fixed severed limbs coming back together when SimplePhysicsEnabled is toggled off and on 2017-06-14 16:25:51 +03:00
Joonas Rikkonen 65db119158 Strong attacks can sever limbs (railguns now cut crawlers in half and threshers can rip off limbs) 2017-06-13 21:36:40 +03:00
Joonas Rikkonen 12731a8137 New waterblood particle 2017-06-13 18:20:38 +03:00
Joonas Rikkonen 3c3c530b44 Enemies move faster when attacking/fleeing 2017-06-13 17:08:23 +03:00
Joonas Rikkonen c5ce1be6c2 Running speed can be adjusted from the character configs, added a parameter for the "running speed" in water (characters now swim faster when holding shift).
TODO: make AI-controlled monsters run/swim faster in specific situations (fleeing, attacking, etc).
2017-06-12 20:07:50 +03:00
Joonas Rikkonen ed0a5f0f66 - Enemies with the "attack when provoked" setting only start attacking humans and structures if the attacker is a non-AI character or has a HumanAIController.
- Characters that launch a turret get assigned as the user of the projectile (-> shooting watchers with a railgun makes them attack).
- Increased watchers' attack range.
2017-06-12 18:56:33 +03:00
Joonas Rikkonen c7d22ecb47 Option to make AI characters flee when their health is below a specific threshold 2017-06-12 18:50:15 +03:00
Joonas Rikkonen 0ba11e1fb6 Merge branch 'master' into ai-overhaul 2017-06-11 20:47:45 +03:00
Joonas Rikkonen 9b0d7c1020 Added a method for changing a client's controlled character. Clients now get back control if their character is revived via the debug console.
+ It's possible to give clients control of monsters, which should add some new gameplay possibilitie. ;)
2017-06-10 15:07:10 +03:00
Joonas Rikkonen 9527d53558 Fixed exceptions in CharacterNetworking.WriteStatus if a characters stun timer goes over 60.0 2017-06-07 20:20:14 +03:00
Joonas Rikkonen acad7980f2 Added some null checks 2017-06-05 18:40:25 +03:00
Joonas Rikkonen 0864505fda Skill level syncing isn't dependent on the order of a character's skills. The skills are sorted in a descending order based on the skill level, which may cause the order to differ between the server and the clients after the initial random skill levels have been assigned. 2017-06-04 16:21:58 +03:00
Regalis 94c6a8ea1b Renamed project folders from Subsurface to Barotrauma 2017-06-04 15:00:53 +03:00