juanjp600
e578cbc077
Explosions now use Character.Controlled.WorldPosition to determine camera shake
2018-09-19 14:57:22 -03:00
Joonas Rikkonen
d81ee1a27e
Added a bunch of checks to make sure a normalized zero vector (= NaN, NaN) is not used in any position/velocity/movement calculations. There were at least three places where it was causing problems according to error reports: when a character that can't enter a sub spawns at the center of a hull and when using an underwater scooter or throwing something while the cursor is at the position of the character, but there were tons of other places as well where it may have potentially caused physics errors.
2018-07-31 12:28:04 +03:00
Joonas Rikkonen
30a453191f
Added "VulnerableToEMP" property to Powered. Can be edited in sub editor. Reactors and relays are not affected by EMP by default. Closes #495
2018-07-18 15:07:21 +03:00
Joonas Rikkonen
a436eb27c1
Fixed explosion with an EMP value only damaging reactors (when they should only ignore reactors). Closes #473
2018-07-16 13:50:31 +03:00
Joonas Rikkonen
b4e5aad2ce
Added "electromagnetic pulse strength" parameter to explosions. EMPs damage repairable power items (e.g. junction boxes) and discharge power containers (e.g. batteries and supercapacitors).
2018-02-02 15:15:46 +02:00
Joonas Rikkonen
bcd2582cf9
- More gore particles when severing limbs!
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- Explosions can sever limbs even if the target character is dead. Now explosive projectiles can explode creatures into pieces even if the creature dies of the initial projectile impact and not the explosion.
- Disabled blood particles on carriers and fractal guardians.
2017-12-29 21:06:11 +02:00
Joonas Rikkonen
1da15dbca2
OnFire statuseffects aren't applied to items inside fireproof containers. Closes #98
2017-12-14 17:18:25 +02:00
Joonas Rikkonen
6bfca5f7fe
- Hitscan projectiles, projectiles can be set to disappear after hitting something.
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- Option to adjust ranged weapon spread (separate values for "normal spread" and when being used by an unskilled character).
- Option to disable explosion flashes.
2017-10-18 23:48:25 +03:00
Joonas Rikkonen
1ff2054ca8
Converted the GetAttribute methods in the ToolBox class to extension methods
2017-10-04 18:38:40 +03:00
Joonas Rikkonen
d4b58e16b9
Fire & explosion decals
2017-07-08 18:30:07 +03:00
Joonas Rikkonen
64ad5e5003
Removed unnecessary using directives
2017-07-05 18:35:09 +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