Regalis
64c109f13b
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Source/Characters/AI/EnemyAIController.cs
Subsurface/Source/DebugConsole.cs
Subsurface/Source/Items/Components/Machines/Radar.cs
Subsurface/Source/Items/Item.cs
2017-04-27 21:33:44 +03:00
Regalis
5eb01d4c50
EnemyAIController tweaking:
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- removed the "distance accumulator" which was used to make characters reset their attack target if they haven't moved enough within a specific interval. The intention was to make characters less likely to get stuck but it seems to cause more problems than it solves.
- more frequent target updates
- characters can target entities they're previously targeted from further away (even if the target isn't within range anymore)
2017-04-24 19:49:27 +03:00
Regalis
31f7eca717
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Source/GUI/GUIButton.cs
Subsurface/Source/GameSession/CrewManager.cs
Subsurface/Source/GameSession/GameSession.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Screens/MainMenuScreen.cs
Subsurface/Source/Screens/ServerListScreen.cs
2017-04-23 21:40:11 +03:00
Regalis
1d41b4958c
Item UI fix
2017-04-20 22:33:08 +03:00
Regalis
2cac176c87
More UI tweaking
2017-04-20 21:24:52 +03:00
Regalis
499284dc91
UI layout tweaks
2017-04-20 17:39:32 +03:00
Regalis
9a5777183f
Separate sprites for horizontal and vertical scrollbars, style tweaking
2017-04-18 19:24:13 +03:00
Regalis
dc6ed7daf1
Separate component style for item UIs + option to select the style in the item config files, removed a bunch of hard-coded UI element color changes
2017-04-10 18:11:33 +03:00
Regalis
34f0ae39b6
- Sliced sprites are scaled instead of tiling (so they work properly even if the UI element is smaller than the sprite)
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- Option to use separate sprites for different states of a GUIComponent (e.g. hovered/pressed button)
- Option to configure "child styles" for the individual elements of a GUIComponent (e.g. the background frame and the handle of a scroll bar)
2017-04-09 21:26:35 +03:00
Regalis
3844dd9dac
GUIStyle logic changes: instead of having a predetermined GUIComponentStyle for each type of GUIComponent, any GUIComponent can use any style. The GUIComponent constructors take the name of the style as a parameter, and if no style is specified, the default style for the GUIComponent in question will be used.
2017-04-08 16:46:53 +03:00
Regalis
1fe6427c05
9-Sliced UI sprites & some new UI graphics
2017-04-07 22:22:07 +03:00
Regalis
77614dfa4e
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Source/Characters/Animation/Ragdoll.cs
2017-04-06 21:59:52 +03:00
Regalis
a2e21a78f9
Nicer looking explosions
2017-04-06 21:58:35 +03:00
Regalis
83a6fcffaf
Heavily nerfed oxygen and welding fuel tank explosions
2017-04-03 20:49:12 +03:00
Regalis
43d29de45c
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Barotrauma.csproj
2017-04-03 18:36:22 +03:00
Regalis
c58d7dfd73
Animated fire & smoke particles
2017-03-30 21:32:08 +03:00
Regalis
9ef069bf61
New head sprite
2017-03-27 01:54:48 +03:00
Regalis
5bdb57b98a
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Characters/AICharacter.cs
Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/GameMain.cs
Subsurface/Source/Items/Components/Signal/Connection.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Networking/GameServerLogin.cs
Subsurface/Source/Physics/PhysicsBody.cs
2017-03-11 13:24:09 +02:00
Regalis
ede3f1c393
Removed old fonts
2017-03-09 20:09:34 +02:00
Regalis
be72a04d90
Switched to the pro version of Code Bold
2017-03-09 20:04:33 +02:00
juanjp600
49b440208c
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2017-03-07 13:44:52 -03:00
juanjp600
d6c292a2cc
SharpFont + ScalableFont implementation
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https://github.com/Robmaister/SharpFont
TODO: replace Code Bold.otf with the full version, fix any bugs, build on Linux, possibly move ToolBox string wrapping and limiting logic to ScalableFont class for better results.
2017-03-07 13:44:42 -03:00
Regalis
10794a5e2c
Added z position to background sprites
2017-03-06 18:38:38 +02:00
juanjp600
f2db3c6b20
Merge remote-tracking branch 'barotrauma/master' into lighting-optimization
2017-03-01 15:02:23 -03:00
Regalis
708a67caeb
Switched to fonts that support the cyrillic alphabet
2017-03-01 19:31:26 +02:00
juanjp600
1f607c2018
Made windowed door's shadow match the sprite more closely
2017-03-01 13:43:00 -03:00
Regalis
3fcaff0288
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Properties/AssemblyInfo.cs
2017-02-22 23:33:14 +02:00
Regalis
5006a9af6c
New fonts, loading progress doesn't stay stuck at 70% during SoundPlayer initialization
2017-02-22 23:31:36 +02:00
Regalis
27e74490a0
New wire sprite and switched the body from circle to capsule, tweaked physicsbody position lerping logic (catches up with the server faster)
2017-02-22 22:02:33 +02:00
juanjp600
6f821874a1
Fixed Scorpion + Fixed chat when controlling monsters + Shameless plug ;)
2017-02-21 13:58:30 -03:00
Regalis
7f7ac76484
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Source/Characters/Character.cs
Subsurface/Source/GUI/GUI.cs
Subsurface/Source/GUI/LoadingScreen.cs
2017-02-13 22:04:28 +02:00
Regalis
b375422c4e
"Undertow games" splashscreen
2017-02-05 18:41:49 +02:00
Regalis
b5bac67c4a
WIP item position syncing
2017-02-02 20:40:58 +02:00
Regalis
fdbdf9638f
Fixed railgun aiming, fixed EntityEvent not being sent if a character is killed by something else than health dropping to zero
2017-01-14 14:45:19 +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
c01ac33e1d
Option to configure damage sounds for structures with a specific tag, some new sounds
2016-12-21 00:07:25 +02:00
Regalis
ede1dd58a0
New enemy (concept & sounds by Omniary)
2016-12-17 15:17:09 +02:00
Regalis
b01b38da68
Bunch of new sounds by Omniary, some charactersound & soundplayer refactoring
2016-12-15 21:42:15 +02:00
Regalis
fdf99cddcb
Replaced the solid black color inside wall cells with an ice texture, background ice textures loop better
2016-12-11 21:41:24 +02:00
Regalis
bf88e2b8de
ItemComponent HUD isn't drawn for ItemComponents that can't be selected
2016-12-01 16:11:29 +02:00
Regalis
12f98268b5
Increased character visibility range (how far monsters can see characters from), enemies manually steer towards their target if their steering path is finished or unreachable, mantis tweaking
2016-11-24 19:17:49 +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
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- 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
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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
bded421366
Added colliderHeightFromFloor to a few places I missed, some more human collider tweaking, correcting collider y position faster
2016-11-17 19:06:12 +02:00
Regalis
adece20072
Collider height from floor can be changed in the xml files, moved human collider a bit higher to allow climbing over roughly waist-high obstacles
2016-11-17 18:06:43 +02:00
juanjp600
fac0c850a5
Changes to collider behavior
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The collider now levitates above the ground, which makes small obstacles a non-issue. The raytest also helps the collider stick to staircases, so players don't jump off anymore.
Crouching now changes the collider to a smaller version, so now there is actual functionality to crouching.
I also removed the anchor from corpses of network players. I'm not entirely sure why this was done, but removing it doesn't seem to break anything.
2016-11-16 21:30:49 -03:00
Regalis
f3bea2702b
TigerThresher -> Tigerthresher
2016-11-09 20:00:31 +02:00
Regalis
1dc08b3019
Added collider to humanhusk.xml, disabled the "zoom effect" when under pressure as a huskified human
2016-11-08 20:15:59 +02:00