Joonas Rikkonen
c2d0fa4e03
Fixed non-continuous RegEx components only sending out a signal once
2018-11-15 21:32:11 +02:00
Joonas Rikkonen
bc691f0b4a
Tweaked item densities (the default value of 10 makes them neutrally buoyant which looks weird). Closes #914
2018-11-15 21:21:46 +02:00
Joonas Rikkonen
c4c2967065
Option to make RegEx component only send a signal when it receives a signal (not continuously according to the last received signal), added FalseOutput property to RegEx component. Closes #846 , Closes #911
2018-11-15 20:52:15 +02:00
Joonas Rikkonen
df202d5a18
Melee weapons can only hit one character per swing (makes stun batons & medical syringes less OP). Closes #814 , closes #865
2018-11-15 20:45:04 +02:00
Joonas Rikkonen
98e05e8483
Prevent ruins from overlapping with each other or ending up above the upper boundary of the level. Closes #894
2018-11-12 13:48:23 +02:00
Joonas Rikkonen
a415f1fe23
Fixed AI characters being able to attack through walls. Closes #901
2018-11-11 19:11:20 +02:00
Joonas Rikkonen
912da3f4f6
Made FindHull methods inclusive by default (= a position exactly at the edge of a hull is considered to be within the hull). Fixes characters being considered outside when they're exactly at the edge of 2 adjacent hulls, which sometimes caused the camera to twitch inwards and the character to get wet when moving between docked subs.
2018-11-11 17:23:22 +02:00
Joonas Rikkonen
329928fc8f
Fixed characters occasionally getting teleported outside the sub for a few frames when moving between docked subs. Closes #546
2018-11-11 17:19:00 +02:00
Joonas Rikkonen
cea5d5b074
Fixed client-side docking ports creating duplicate bodies on doors, causing characters to collide with an invisible door when trying to move between docked subs (until the server forces them through it). + TODO note about bugged hull finding logic in UpdateNetPlayerPosition!
2018-11-10 20:21:43 +02:00
Joonas Rikkonen
481f51f3d8
Docking ports automatically stretch the hulls between them to cover the area between the docked subs. Otherwise there may be areas uncovered by hulls if the docking port is positioned slightly outside the extents of the submarine's hulls, causing characters to implode or get thrown back when they try to pass from sub to another.
2018-11-10 18:34:18 +02:00
Joonas Rikkonen
a85b496f23
WIP fixes to ragdoll simple physics mode (see #895 ). When simple physics is enabled, only the collider of the character moves and all the limbs and joints are disabled. This caused "attempted to move pulljoint anchor extremely far" errors, because the game still attempted to move the limbs to the collider via pull joints. TODO: do more testing to make sure simple physics doesn't cause other physics errors, fix dragging in simple physics mode.
2018-11-09 14:29:25 +02:00
Joonas Rikkonen
083d88a64f
Fixed lightcomponent sprites & broken sprites not being mirrored. Closes #893
2018-11-08 15:32:57 +02:00
Joonas Rikkonen
20da81e5dc
Fixed player's character staying in the unsynced state when rejoining while the character is dead/unconscious. Closes #857
2018-11-05 12:41:11 +02:00
Joonas Rikkonen
1b4b5bb2e7
Fixed conditions being ignored on delayed status effects. Closes #866
2018-10-30 20:13:54 +02:00
Joonas Rikkonen
33d971f5d0
Fixed OnBroken & OnImpact statuseffects not being applied client-side
2018-10-29 20:38:43 +02:00
Joonas Rikkonen
224e9238db
EntityEvents are written and sent even if the entity has been removed at the time of writing. Otherwise the clients may not receive some important events, e.g. when an item applies a statuseffect to something or triggers an explosion and is removed immediately afterwards. I'm not 100% confident that this won't cause any additional issues, so it still needs more testing. See #839
2018-10-29 20:38:10 +02:00
Joonas Rikkonen
9d92b696f0
Fixed clients getting kicked if they receive an entity event that's more recent than the one they're expecting. This happens often even when there's no actual error, for example if the client happens to receive messages in an incorrect order (the messages are sent using the Unreliable delivery method). Instead of getting themselves kicked, the clients should just ignore the event and wait until they receive the correct one.
2018-10-28 21:12:30 +02:00
Joonas Rikkonen
ef9afedf42
Added a level equality check to client error handling to make it easier to diagnose bugs like #848 in the future.
2018-10-18 00:18:57 +03:00
Joonas Rikkonen
9f7fbb0cbe
Fixed client error reporting
2018-10-17 23:48:00 +03:00
juanjp600
13dc008cb5
Client communicates event syncing errors to the server
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This should help
2018-10-16 17:11:20 -03:00
Joonas Rikkonen
6bad59dfba
v0.8.2.1
2018-10-14 22:46:22 +03:00
Joonas Rikkonen
2b1dacbf2f
The ActionType of an Attack's statuseffect is considered "OnEating" instead of "OnUse" if the target is dead. Prevents husks from gaining health by attacking corpses (which allowed players to huskify themselves on purpose and stay alive indefinitely).
2018-10-08 11:23:52 +03:00
Joonas Rikkonen
fec7740378
Fixed a bunch of bugs when dragging characters up ladders (see e0504042). The dragging logic didn't take into account that the characters are not necessarily in the same sub, which caused the dragged character to launch away at a high speed when climbing from a sub to another (for example when climbing down to the shuttle in Aegir). The pull joint on the target's torso was never disabled, so the character stayed floating mid-air after getting off the ladders.
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+ Made Limb.pullJoint private. Now it can only be accessed by properties of the Limb, and there's some error checks in place to prevent WorldAnchorB from being set to an invalid value.
2018-09-24 21:19:18 +03:00
Joonas Rikkonen
bff2852cb6
Fixed submarine waypoints getting mirrored in mirrored levels (cherry-picked from c785732)
2018-09-21 14:05:22 +03:00
Joonas Rikkonen
c4c18fbfd7
Fixed main path waypoints not getting mirrored in mirrored levels (cherry-picked from 295fc31).
2018-09-21 12:45:33 +03:00
juanjp600
e578cbc077
Explosions now use Character.Controlled.WorldPosition to determine camera shake
2018-09-19 14:57:22 -03:00
Joonas Rikkonen
a7515cc400
Merge pull request #798 from BlueTheKing/patch
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Changes to Oxygenite Tank's tag and sprite
2018-09-16 15:27:15 +03:00
Blue
ad6e48784e
Delete Thumbs.db
2018-09-14 17:18:29 +02:00
Blue
50bed0f1ca
Changed oxygenite tank's sprite to make it more noticeable
2018-09-14 17:10:47 +02:00
Blue
6e6a6c8d56
Oxygenite Tank tag changed
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"meditem" --> "smallitem"
2018-09-14 16:30:15 +02:00
Blue
33ed7eb390
Merge pull request #4 from Regalis11/master
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Synced
2018-09-14 16:08:54 +02:00
Joonas Rikkonen
bf87006bc3
Attempt to fix items dropping client-side when moving them from inventory another ( #558 ).
...
The clients delay applying the received remote state of an inventory they just put an item inside, because otherwise the inventory may revert to an old state if items are moved in rapid succession. I think the problem was that the delay was not applied to the inventory the item is _taken from_, so it was possible that the clients applied an old delayed state even though an item had just been moved out of the inventory. Another problem was that the server didn't create an event for the inventory the item was removed from, so if there were any wrong items in a client-side inventory, they would just be dropped instead of being moved back to the correct inventory.
2018-09-12 15:22:52 +03:00
Joonas Rikkonen
a403ca44c5
Fixed inventory sync delay being decremented in two places, causing the delay to be 0.5 seconds instead of the intended 1 s. Closes #788
2018-09-12 14:16:06 +03:00
juanjp600
ae70b973dd
Changed TextureLoader.PreMultiplyAlpha return type to void
2018-09-10 18:09:26 -03:00
Joonas Rikkonen
89c8de8b27
Dropped flashlights don't consume battery (and turn off automatically). Closes #775
2018-09-10 18:33:33 +03:00
Joonas Rikkonen
571ed150fe
Ragdolls can't be dragged through walls or other colliders. Closes #772
2018-09-10 16:14:44 +03:00
Joonas Rikkonen
34c721bf89
Hitscan weapons can hit targets outside the sub when firing from the inside and vice versa. Closes #639
2018-09-10 13:56:53 +03:00
Joonas Rikkonen
57c9e5a731
Fixed IndexOutOfRange exceptions when cloning items with requiredItems that aren't present in the xml, + some more exception handling & error logging
2018-09-10 12:06:39 +03:00
Joonas Rikkonen
2b3c0d103b
Fixed NotImplementedException when attempting to clone linked submarines
2018-09-10 11:40:06 +03:00
Juan Pablo Arce
8e7cd8e5f3
Added space and exclamation point to default AllowedClientNameChars
2018-09-09 01:02:54 -03:00
Joonas Rikkonen
6e606fdc51
Fixed incorrect rotation of welding tools and other 2-handed items that are held in one hand when not aiming. The items were rotated according to the left hand, but positioned on the right hand.
2018-09-03 15:15:27 +03:00
itchyOwl
5d2a193471
Line endings.
2018-09-03 10:23:36 +03:00
Joonas Rikkonen
4e1f6c56ca
v0.8.2.0
2018-09-02 20:41:22 +03:00
Joonas Rikkonen
87002f8e00
Added a gitattributes file that defines CRLF as the line ending for code files (cherry-picked from 1ebfc9e)
2018-09-02 19:26:36 +03:00
Joonas Rikkonen
565f14801b
Normalized line endings to CRLF
2018-09-02 19:25:48 +03:00
Joonas Rikkonen
bc7eb21365
Fixed railguns being impossible to rewire because of the collider
2018-08-30 11:32:02 +03:00
Joonas Rikkonen
2b18a1265a
Fixed railguns and depth charge tubes being directly usable by characters (= they could be launched simply by selecting them and left clicking, without the need to use a railgun controller). Closes #754
2018-08-30 10:42:25 +03:00
Joonas Rikkonen
105461beb3
Fixed LightComponents staying active on broken items. Closes #759
2018-08-29 16:45:35 +03:00
Joonas Rikkonen
7eed555522
Another docking port fix: EntityGrids are made slightly larger than the borders of the submarine, because docking ports may create gaps and hulls outside the borders, causing FindHull to fail and characters to get teleported outside the sub when from sub to another. Closes #551 , hopefully for good now!
2018-08-29 14:50:44 +03:00
Joonas Rikkonen
8d83580b75
Docking port fixes again. Closes #551
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- Non-saveable entities aren't removed from the linkedTo-list during saving, because that causes gaps to become unlinked with the hulls between docking ports when starting a campaign round.
- Hull rechecks are disabled on docking port gaps, because moving linked subs into place may cause the gaps to become unlinked if they're positioned in a certain way (for example in some subs the hulls between the docking ports end up inside the gap).
- Dockingports only connect the waypoints linked to their gap to each other, instead of every waypoint that happens to be inside the gap.
2018-08-29 13:38:56 +03:00