juanjp600
c4e894cb2e
Fixed camera going insane when dropping through hatches
...
TODO: make the game less rubberbandy
2017-12-12 21:08:37 -03:00
juanjp600
23b220b6af
Sync character collider rotation, try to make collider face the main limb by instantly flipping it if the angle's too wide, client-side ragdoll correction is more aggressive
2017-12-12 17:58:49 -03:00
juanjp600
26216a0d99
Fixed fish being selectable
...
Closes #91
2017-12-07 00:01:48 -03:00
juanjp600
a272d22de8
Players can now pick up corpses to eat them
2017-12-06 17:57:58 -03:00
Alex Noir
4a8e411a70
Fixed carrying stunned people being a severe case of a major ass pain by carrying over the "stairs" from the carrier.
...
Added "CarriedBy" property, publicized CarriedCharacter and CarriedBy, synced CarriedCharacter and CarriedBy for cool points
Publicized Stairs property
2017-12-06 18:58:18 +03:00
Alex Noir
b26b6a7418
Fixed ragdolled players suffering less impact damage than non-ragdolled one.
...
Also fixed limb impact sounds on the clientside for ragdolls
2017-12-05 23:03:40 +03:00
Alex Noir
ee8c4dfb3a
Adds ragdoll button. Because why not.
...
Also adds admin ragdoll command to force people into ragdoll mode.
The networking/syncing wasn't yet tested for this but hopefully everything should work.
Updates config.xml to add default keybinds for radio chat and ragdoll
2017-12-05 20:50:24 +03:00
Joonas Rikkonen
20664c08fd
Fixed limb lightsources not rotating with the limb
2017-12-02 19:15:27 +02:00
Joonas Rikkonen
f4f58622e1
Short delay before the "pressure increasing" message is displayed (because clients may briefly be outside the sub before they get in sync with the server)
2017-11-24 18:53:21 +02:00
Joonas Rikkonen
fce7d43ef3
Fixed characters not appearing in the round summary in mp, minor CrewManager refactoring
2017-11-20 20:46:54 +02:00
Joonas Rikkonen
765587efd7
Renamed screens (EditMapScreen -> SubEditorScreen, EditCharacterScreen -> CharacterEditorScreen)
2017-11-18 15:13:03 +02:00
Joonas Rikkonen
ff926c1da2
Warning texts when water pressure is increasing to dangerous levels and when running out of oxygen, added a method for invoking an arbitrary action after a delay to CoroutineManager
2017-11-14 19:10:43 +02:00
Joonas Rikkonen
8e556f1c76
- Renamed a bunch of ObjectProperty-related stuff (ObjectProperty -> SerializableProperty, IPropertyObject -> ISerializableEntity, the "SerializableProperty" attribute -> Serialize).
...
- Rectangle serialization.
- Option to restrict numeric properties to a range of values.
- WIP generic ISerializableEntity editor.
2017-11-08 21:15:03 +02:00
Joonas Rikkonen
1ff2054ca8
Converted the GetAttribute methods in the ToolBox class to extension methods
2017-10-04 18:38:40 +03:00
Joonas Rikkonen
dd86b5745a
- The server doesn't disable client-controlled AI characters that are far from all other players.
...
- Clients aren't allowed to flip swimming FishAnimControllers unless the server says so (occasionally caused creatures to flip around constantly because the clients ignore the 1-second "flipping cooldown").
- Moved Character.ReadStatus to the client project.
2017-09-21 17:44:52 +03:00
Joonas Rikkonen
4bdbf05875
- The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
...
- StatusEffect sounds are configured as child elements of the StatusEffect (instead of attributes).
- Background sprites can emit sounds.
2017-08-24 19:56:31 +03:00
Joonas Rikkonen
c2da3a6af4
- Added "LevelTriggers", areas that apply statuseffects and/or damage to entities. Atm can only be attached to background sprites.
...
- 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
15a31c5291
- The commonness of scripted events can be overridden for specific level types (e.g. some monsters can be set to spawn more frequently in specific types of levels).
...
- 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.
2017-08-22 19:04:49 +03:00
Joonas Rikkonen
d772049cc0
Particle fixes, background sprites can emit particles if the camera is within the area where the particles are visible
2017-08-22 15:41:23 +03:00
Joonas Rikkonen
cc40970b58
Separate ParticleEmitter & ParticleEmitterPrefab classes - the emission timer (and maybe some other values in the future) can't be in the prefab class because multiple objects may use the same prefab.
2017-08-20 22:05:30 +03:00
Joonas Rikkonen
04834f9f7f
Background sprites can be set to spawn on the sea floor, particle emitters can be attached to background sprites
2017-08-20 19:07:07 +03:00
Joonas Rikkonen
4a460ff150
- The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
...
- 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
c7a357d84c
Fix for exceptions when a human is targeting a removed entity while debugdraw is enabled, accessing AITarget position properties after the target has been destroyed doesn't throw an exception (but does log an error in debug builds).
2017-08-13 20:00:52 +03:00
Joonas Rikkonen
fd844fd696
Option to make wearable sprites use the depth of the sprite instead of using the depth of the limb it's attached to
2017-08-10 18:19:06 +03:00
Joonas Rikkonen
9e3f4bfa5a
Syncing crouching from server to clients, not just from clients to server
2017-07-28 19:01:47 +03:00
Joonas Rikkonen
3c04d2c479
Using SetClientCharacter forces the client's line of sight effect back on
2017-07-27 18:03:29 +03:00
Joonas Rikkonen
49003c465c
Aiming syncing fix: aiming angle is calculated from the position of the shoulder towards the cursor (or a position within the collider that's roughly at the shoulder).
2017-07-18 18:33:30 +03:00
Joonas Rikkonen
bd4c7d68d0
Fixed endless messagebox spam when the controlled character turns into a husk, fixed an index our of range exception when merging firesources
2017-07-09 16:17:44 +03:00
Joonas Rikkonen
bf5a0746ad
Merge branch 'master' of https://github.com/Faerdan/Barotrauma into Faerdan-master
...
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
e431cc775f
Some null checks, clients log initial lobby update, minor lighting optimization
2017-07-04 22:36:00 +03:00
Joonas Rikkonen
e15f5a881b
Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
...
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
Joonas Rikkonen
1b5c4ae63a
UpdateControlled only runs on the controlled character (-> fixes camera always focusing on the last spawned character)
2017-06-29 18:49:54 +03:00
juanjp600
4d225c65f2
Updated to MonoGame 3.6 + Directory refactor
...
- 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