Also refactored the IDamageable interface to make more sense; now the attacker has to be a character instead of an IDamageable and damageable classes don't need to have an AiTarget.
Closes#69
- Armor values aren't reduced from the damage taken, but instead multiply the damage (e.g. an item reduces damage by 10% instead of 10 hp). Now armor doesn't make characters invulnerable to small amounts of damage.
- Armoring isn't defined as a single "armor value", but instead there are "damage modifiers" which can be added to items and limbs. The modifiers can only affect specific types of damage and have separate multipliers for the damage amount and bleeding amount.
- Having a fire proof item on a limb doesn't make that limb invulnerable to burn damage. Item's that protect against fire now have a damage modifier for the Burn damage type.
- Input fields for vectors & colors in SerializableEntityEditor.
- SerializableProperty tooltips.
- GUINumberInput supports floats.
- EditingHUD for structures (atm the only editable property is the color of the sprite)
- Add support for some of the most common types (vectors, colors, rects) so there's no need to parse the values in the setters of the serializable properties (see Holdable.HoldPos for example).
- Make a generic version of the item editing HUD that can be used on any IPropertyObject. Should make it easier to implement things like the character editor, editing structure properties, particle editor, etc.
- Improve the interface of the editing HUD. Instead of having to type in a string value into a textbox, there should be number input fields for numeric properties, sliders for properties that only accept a range of values, a color picker, etc. And tooltips.
- Option to adjust ranged weapon spread (separate values for "normal spread" and when being used by an unskilled character).
- Option to disable explosion flashes.
- Fixed destroyed doors being impossible to repair because the repair tool raycasts wouldn't hit the disabled body of the door.
- Destroyed doors don't cast shadows and the body isn't re-enabled until the door is restored to 50% health.
- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.
+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
- The server select a random destination when the campaign starts and after each round, so the campaign can be played even if there's no host/client to choose the destinations. (TODO: make it possible to vote for the destination?)
- Reverting to the previous save if the entire crew is dead works correctly now.
- Clients load the campaign saves after receiving them (-> discovered locations/connections are synced with clients).
- Clients can be given a permission to manage the campaign (atm selecting which location to head towards and buying items).
- Syncing cargomanager state with clients.
- Misc fixes.
- 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).
- Groups of crawlers, mantises and husks can spawn inside the caves.
- Salvage mission variants where the artifact spawns inside a cave.
- Fixed ruins being placed inside the sea floor.
- MonsterEvents don't spawn the monsters if no suitable spawn position is found.
- 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.
- The sub can be moved from location to another in the map view by double clicking in debug builds.
- Level wall color can be changed in level generation parameters.
- Fixed level geometry not being rendered if the ocean floor is visible (which isn't a problem in most level types, but there can be levels where the ocean floor is so close to the actual level that they can both be visible at the same time).
- Background sprite scale is taken into account when calculating particle emitter positions.
- Fixed limb lights being rendered even if the character is disabled.
TODO: more variety between biomes, assign the map biomes in a less random way (e.g. splotches of easier biomes connected by more dangerous ones, very dangerous biomes at the edges of the map...), option to select the biome in MP?