Commit Graph

1254 Commits

Author SHA1 Message Date
juanjp600 e22d8adde5 Red name on enemy players
To prevent confusion.
2016-09-27 20:06:02 -03:00
juanjp600 fc8eab688d Merged branch master into new-netcode 2016-09-27 19:45:14 -03:00
juanjp600 71ebbc00d9 Merged branch master into combat-mission 2016-09-27 19:42:35 -03:00
juanjp600 e318034a1a Remove submarines markers from radar in combat missions
This should make the mission type a lot more fun.
2016-09-27 19:42:15 -03:00
Regalis 2bdc7441fc Merge branch 'level-gen-overhaul' 2016-09-27 20:19:29 +03:00
Regalis 9b15d2f894 Improved background sprite placement logic: orientation of the cell edges determined by their normals instead of their position relative to the cell 2016-09-27 20:18:55 +03:00
Regalis 4e9ea758cb Team IDs start from 1 (-> monsters don't count as members of the team 0) 2016-09-27 17:55:45 +03:00
Regalis 8f0d16b145 Fixed host's character spawning twice, some cleanup (LINQ <3) 2016-09-27 17:31:26 +03:00
juanjp600 344947c3c4 Search and destroy mission
Featuring ugly code
2016-09-26 22:09:06 -03:00
juanjp600 ff326bdc00 Fixed project file 2016-09-26 17:12:36 -03:00
juanjp600 0ef813f189 Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	Subsurface/Barotrauma.csproj
	Subsurface/Source/Screens/GameScreen.cs
2016-09-26 17:03:14 -03:00
Regalis bc5ace4f53 Clients spawn all characters at round start (not just their own), spawnpoints that aren't inside the main sub are ignored when selecting spawnpoints for the clients 2016-09-26 20:02:23 +03:00
Regalis c402ba208b Spawning client characters with correct characterinfo 2016-09-26 17:06:20 +03:00
Regalis 790212a20b Merge branch 'walldamage' 2016-09-26 16:28:52 +03:00
Regalis e91e0a4f9c HUDProgressBars move with the subs 2016-09-26 16:26:52 +03:00
juanjp600 02d98f5d29 Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	Subsurface/Source/Networking/FileStreamReceiver.cs
	Subsurface/Source/Networking/FileStreamSender.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Networking/GameServerLogin.cs
	Subsurface/Source/Networking/NetworkEvent.cs
	Subsurface/Source/Screens/NetLobbyScreen.cs
2016-09-24 21:28:37 -03:00
juanjp600 d537e8795a Replace '' (two single quotes) with \" (double quote)
We must correct post-traumatic Blitz disorder
2016-09-24 21:26:08 -03:00
juanjp600 1c58c9323d Added memPosX/Y
This will be used on the client's side to compare positions with what the server says.
2016-09-24 18:57:00 -03:00
juanjp600 8cee457ab7 Run syncing + comparison with hexadecimal values 2016-09-24 18:51:42 -03:00
juanjp600 5567dff1c9 Fixed input order execution + Controller direction syncing
It was a dumb mistake indeed, now the player's movement is a lot less erratic. There's some very minor desync, though I might've just tested it incorrectly.
2016-09-24 18:11:09 -03:00
juanjp600 84ce612d06 Fixed Character.IsKeyHit 2016-09-22 21:29:07 -03:00
juanjp600 44e12ffed2 Basic player input syncing
There's currently a bug where the inputs might be read out of order or more than once, which leads to desync. I'll feel really dumb when I find what's going on here.

Also, I'm using placeholder player spawning because CharacterInfo doesn't seem to be fully functional yet.
2016-09-22 21:20:46 -03:00
Regalis ccb50ca28f Particle start color is initialized correctly, small particle collision fix 2016-09-22 21:24:40 +03:00
Regalis 4d6ebe8374 Some more wall damage sounds 2016-09-22 18:14:36 +03:00
Regalis 0ba69a3472 Using nonpremultiplied alpha when drawing damaged wall sections (-> no artifacts around windows anymore), particle collision optimization 2016-09-22 18:14:16 +03:00
juanjp600 edab86f730 Character freezing + Misc fixes 2016-09-21 16:46:12 -03:00
juanjp600 3314c8501c Merged branch master into new-netcode 2016-09-21 14:30:49 -03:00
Regalis f21000124b 0.5 sec delay when switching from swimming to walking or vice versa (prevents rapid switches between swimming/walking if the water level is fluctuating around the minimum swimming depth) 2016-09-21 20:14:24 +03:00
Regalis 721f4ff5a6 Particle system improvements:
- particles can collide with the outer walls of the sub
- drag + waterdrag parameters
- fixed particles "twitching" when the submarine is moving fast
- submarine velocity only affects the initial velocity of the particles (i.e. accelerating the sub doesn't automatically accelerate them)
2016-09-21 19:45:20 +03:00
Regalis b01b52172a Topwindow sprite fix, fixed null reference exception when welding/cutting walls that aren't part of a sub 2016-09-21 19:39:00 +03:00
juanjp600 af1a22f36c Merged branch master into new-netcode 2016-09-21 13:35:24 -03:00
juanjp600 eaf6e25b0e Sharper cursor
Minor detail
2016-09-21 13:34:38 -03:00
Regalis 96a61ab2ea HUDProgressBars are drawn over the LOS effect, progressbar not displayed when attempting to weld/cut platforms 2016-09-20 19:36:58 +03:00
Regalis 5918e845ac Progress bars that show the health of wall sections when welding/cutting 2016-09-20 18:40:30 +03:00
juanjp600 f3fbbb8aec Fixed bug with GUIComponent children changing order in parent's list 2016-09-19 22:02:00 -03:00
Regalis f8368f464a Walls have an additional background sprite below the destructible sprite, separate parameters for rgb and alpha lerping in the damage shader 2016-09-19 21:51:37 +03:00
juanjp600 c97f729fb3 Added option to toggle vsync
For the ultimate PC master race experience.

Also calling water scroll on every frame with deltatime instead of being called at fixed intervals, making it look smoother as framerate increases.
2016-09-18 18:24:50 -03:00
juanjp600 5da2bc9523 Fixed water scroll speed 2016-09-18 15:35:35 -03:00
juanjp600 4cd6888622 Added some missing UpdateGUI implementations 2016-09-18 11:41:17 -03:00
juanjp600 33641ead3e Fixed timestep for some GUI & input code
Fixed timestep only applied to the physics simulation, but input and GUI updates were not being handled properly, so here's some progress into fixing them.
2016-09-18 11:03:52 -03:00
juanjp600 179c0424d7 Disabled vsync + added input list to Character
Not everything breaks without vsync. GUI updates need to be fixed.
2016-09-16 15:54:11 -03:00
juanjp600 e4f11e4679 Merged branch master into new-netcode 2016-09-16 13:45:19 -03:00
Regalis b24359464b Wall damage shader testing (WIP) 2016-09-16 14:47:08 +03:00
Regalis 0265d075a5 Possible to zoom out further when debugdraw is on, vents don't replenish oxygen when underwater, monster missions & events ignore spawnpoints that are too close to the main sub 2016-09-14 20:25:09 +03:00
Regalis 7f543c394a More background sprites again, sprite commonness can vary between different level types 2016-09-14 19:54:03 +03:00
Regalis eae854abbc More background sprites (+ some sprites swing slightly, sprites are less likely to be placed in unreachable places) 2016-09-13 21:23:37 +03:00
Regalis fa15428ed2 The entrances and exits of the levels have more variety (not always a straight vertical tunnel) 2016-09-13 18:55:20 +03:00
Regalis c6105afc80 A separate class for parameters used by the level generator, different "level types" with configurable parameters 2016-09-12 20:48:43 +03:00
Regalis c20ffd2431 Read/write methods for notifying the clients about a spawned character 2016-09-10 14:56:55 +03:00
Regalis 4fbb83e2e7 The server can start the game 2016-09-09 19:49:13 +03:00