Joonas Rikkonen
c1f5e3cbda
Progress on multiplayer campaign:
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- Moved SaveUtils to the shared project.
- Moved the "new game"/"load game" menu logic to a separate class.
- Somewhat functional campaign UI in the server lobby (only the map view is usable atm though).
2017-08-31 18:53:37 +03:00
Joonas Rikkonen
dc3b9baa0d
Moved campaign UI logic from LobbyScreen to a separate class
2017-08-29 19:32:14 +03:00
Joonas Rikkonen
a75fd12020
Started moving single player campaign logic to an abstract CampaignMode class to make it reusable in the eventual multiplayer campaign
2017-08-28 20:19:21 +03:00
Joonas Rikkonen
729108c7b9
Replaced usages of "shift" with "round" for consistency
2017-08-28 17:59:08 +03:00
Joonas Rikkonen
79f7ce7071
Revert "Characters that are outside are rendered under particles -> creatures can be hidden by smoke from hydrothermal vents. [ 65211ec]"
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Caused characters to be rendered behind ruins, need to come up with a better solution
2017-08-27 14:34:11 +03:00
Joonas Rikkonen
c2da3a6af4
- Added "LevelTriggers", areas that apply statuseffects and/or damage to entities. Atm can only be attached to background sprites.
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- Moved background sprites to the shared project.
- The debug textures of physics bodies have a maximum size of 128x128 pixels to prevent large bodies from taking up excessive amounts of memory.
- Attacks can be set to only affect humans.
2017-08-23 20:37:30 +03:00
Joonas Rikkonen
65211ecbb6
Characters that are outside are rendered under particles -> creatures can be hidden by smoke from hydrothermal vents.
2017-08-22 19:06:29 +03:00
Joonas Rikkonen
4a460ff150
- The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
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- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub.
- ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
2017-08-20 19:05:25 +03:00
Joonas Rikkonen
9c372137bd
Added randomly generated ocean floors. Atm the bottom is too deep to reach in most levels and there's not much to explore down there, but the plan is to have some levels where the bottom or some of the bottom formations are reachable (because we need hydrothermal vents!).
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Ice walls also use vertex colors now, could be used to add some cosmetic variety to the levels.
2017-08-15 19:20:21 +03:00
Joonas Rikkonen
4d40f5d483
Submarines, items and characters that reach a depth of 300,000 units (~4000 m) are automatically disabled. Avoids the unnecessary cost of updating entities that are way too deep to be reached by anyone.
2017-08-13 20:00:18 +03:00
Joonas Rikkonen
aaea8bc709
Dedicated servers can use autorestart
2017-07-24 21:21:00 +03:00
Joonas Rikkonen
575b643c62
Added "user" parameter to Inventory.PutItem and Inventory.TryPutItem. + More descriptive wiring logging: the logs don't list all the wires in a connectionpanel but only the changes a player does to the wiring. Disconnecting wires by picking them up and wiring done by the host are also logged now.
2017-07-17 23:27:31 +03:00
Joonas Rikkonen
bf5a0746ad
Merge branch 'master' of https://github.com/Faerdan/Barotrauma into Faerdan-master
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Conflicts:
Barotrauma/BarotraumaClient/Source/Map/MapEntity.cs
Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs
Barotrauma/BarotraumaShared/Source/Characters/Character.cs
Barotrauma/BarotraumaShared/Source/Items/Item.cs
2017-07-05 19:32:34 +03:00
Joonas Rikkonen
64ad5e5003
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
Joonas Rikkonen
da71b6bf9c
Option to supply a reason for banning/kicking, logic for handling question prompts in the debug console
2017-07-02 15:25:55 +03:00
Joonas Rikkonen
e15f5a881b
Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
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Conflicts:
Barotrauma/Barotrauma.csproj
Barotrauma/BarotraumaShared/Source/Characters/AI/AIController.cs
Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs
Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs
Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs
Barotrauma/BarotraumaShared/Source/Characters/Attack.cs
Barotrauma/BarotraumaShared/Source/Characters/Character.cs
Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs
Barotrauma/BarotraumaShared/Source/Characters/Limb.cs
Barotrauma/BarotraumaShared/Source/Events/MonsterEvent.cs
Barotrauma/BarotraumaShared/Source/Map/Explosion.cs
2017-06-30 21:02:52 +03:00
juanjp600
4d225c65f2
Updated to MonoGame 3.6 + Directory refactor
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- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00