Commit Graph

424 Commits

Author SHA1 Message Date
Regalis ffc6782025 Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain) 2016-10-04 19:54:17 +03:00
Regalis 050f7ffc83 Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain) 2016-10-04 19:21:05 +03:00
Regalis 292218b9b0 WallSection flipping 2016-10-03 22:40:14 +03:00
Regalis 3ec6f008d5 Item/structure sprites flip by default 2016-10-03 16:43:03 +03:00
juanjp600 e1296e4a8e Backported vsync changes from new-netcode, WIP hull visibility culling
The hull culling functions are there, they just aren't being used right now because there are some annoying bugs.
2016-10-02 22:24:31 -03:00
juanjp600 75e7b3a94e Merged branch master into combat-mission 2016-10-01 20:10:38 -03:00
juanjp600 bdcd894b83 Flipping sprites of staircases & engine 2016-10-01 16:41:16 -03:00
Regalis 0fe822c96a Stair body + linkedsub flipping 2016-09-30 20:07:36 +03:00
Regalis 8e8a0e57f0 Cleaned up the flipping logic a bit, overridable MapEntity.FlipX method 2016-09-30 19:48:56 +03:00
Regalis 0da9f58325 Fixed physics item & wire flipping 2016-09-30 19:00:12 +03:00
juanjp600 f6b82eb095 Some progress on flipping subs
Press crouch to flip every sub in the map, texture alignment breaks and physics items vanish, but other than that it's working.
2016-09-29 22:20:15 -03:00
Regalis 25274dd03f Linux damageshader, fixed keyhits being registered multiple times, added LevelGenerationParams.xml to the vanilla content package 2016-09-29 19:04:45 +03:00
Regalis 86c50304dd - saving after MainSub has been removed (i.e. saving after returning to map screen) doesn't break save files anymore
- fixed subs getting left behind if the sub moves too far from the start/end position during the ending cinematic
- map shows which LocationConnections have been passed through
2016-09-28 19:16:50 +03:00
Regalis c5ce3a75a2 Sp campaign map shows which locations have been visited (+ some minor visual improvements to the map) 2016-09-28 16:53:08 +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
juanjp600 344947c3c4 Search and destroy mission
Featuring ugly code
2016-09-26 22:09:06 -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 790212a20b Merge branch 'walldamage' 2016-09-26 16:28:52 +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
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
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 5918e845ac Progress bars that show the health of wall sections when welding/cutting 2016-09-20 18:40:30 +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
Regalis b24359464b Wall damage shader testing (WIP) 2016-09-16 14:47:08 +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
juanjp600 4763dac21b Merged branch master into new-netcode 2016-09-08 15:34:40 -03:00
Regalis 93a3a55fb1 Oxygen isn't distributed through gaps that are underwater (-> air pockets) 2016-09-08 21:23:44 +03:00
juanjp600 404c506662 Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Characters/Character.cs
2016-09-07 17:35:18 -03:00
juanjp600 bfd8bc6b35 Server serialization functions require client 2016-09-07 17:32:20 -03:00
Regalis d884f23a72 v5.1.3: the upper border of the level is one continuous body instead of two separate bodies at the entrance and exit 2016-09-07 15:18:01 +03:00
juanjp600 6f25bee9e1 Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	.vs/Subsurface_Solution/v14/.suo
	Subsurface/Barotrauma.csproj
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Items/ItemSpawner.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Networking/GameServerLogin.cs
2016-09-03 17:54:33 -03:00
Sebastian Broberg 400084f9e5 BackgroundCreatureManager and BackgroundSpriteManager can be overridden via Content packages
Changed "topshaft"
2016-09-03 18:05:26 +02:00
Regalis cf77a59c97 Implemented some of the itemcomponent read/write methods, made submarines server serializable 2016-09-02 17:59:08 +03:00
Regalis 0d68467464 Separate interfaces for entities that the clients/server can send updates for (+ placeholder implementations)
May or may not be useful
2016-09-01 20:39:52 +03:00
juanjp600 9416eb64d7 Completely destroyed game
Looks like a lot more than just netcode is getting rewritten. Removing coroutines because there are better ways of handling asynchronous tasks, removing filestream because that's to be reimplemented later
2016-08-30 19:59:14 -03:00
juanjp600 6e83ef7626 Merge remote-tracking branch 'refs/remotes/origin/master'
Conflicts:
	Subsurface/Barotrauma.csproj
	Subsurface/Source/Characters/AI/EnemyAIController.cs
	Subsurface/Source/Characters/AICharacter.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/Items/Components/DockingPort.cs
	Subsurface/Source/Items/Components/Door.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Physics/PhysicsBody.cs
2016-08-30 18:04:49 -03:00
juanjp600 af220dbc2a Removed Fill/ReadNetworkData
These functions needed to be replaced because they rely heavily on reliability.

Instead, new functions called (Write/Read)Data(Server/Client) will be added. 

Separating client and server code into completely separate functions will help ensure that proper security checks are performed.
2016-08-29 20:02:46 -03:00
Regalis a0a5e2df33 v0.5.0.1 + re-enabled the black wall damage indicators, client permissions disabled 2016-08-29 23:43:08 +03:00
Regalis 0b2a5d5771 Wall sections are updated after resizing a structure 2016-08-29 17:25:17 +03:00