Commit Graph

308 Commits

Author SHA1 Message Date
Regalis
c58d7dfd73 Animated fire & smoke particles 2017-03-30 21:32:08 +03:00
Regalis
9ef069bf61 New head sprite 2017-03-27 01:54:48 +03:00
Regalis
ede3f1c393 Removed old fonts 2017-03-09 20:09:34 +02:00
Regalis
be72a04d90 Switched to the pro version of Code Bold 2017-03-09 20:04:33 +02:00
juanjp600
49b440208c Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma 2017-03-07 13:44:52 -03:00
juanjp600
d6c292a2cc SharpFont + ScalableFont implementation
https://github.com/Robmaister/SharpFont

TODO: replace Code Bold.otf with the full version, fix any bugs, build on Linux, possibly move ToolBox string wrapping and limiting logic to ScalableFont class for better results.
2017-03-07 13:44:42 -03:00
Regalis
10794a5e2c Added z position to background sprites 2017-03-06 18:38:38 +02:00
juanjp600
f2db3c6b20 Merge remote-tracking branch 'barotrauma/master' into lighting-optimization 2017-03-01 15:02:23 -03:00
Regalis
708a67caeb Switched to fonts that support the cyrillic alphabet 2017-03-01 19:31:26 +02:00
juanjp600
1f607c2018 Made windowed door's shadow match the sprite more closely 2017-03-01 13:43:00 -03:00
Regalis
5006a9af6c New fonts, loading progress doesn't stay stuck at 70% during SoundPlayer initialization 2017-02-22 23:31:36 +02:00
Regalis
27e74490a0 New wire sprite and switched the body from circle to capsule, tweaked physicsbody position lerping logic (catches up with the server faster) 2017-02-22 22:02:33 +02:00
juanjp600
6f821874a1 Fixed Scorpion + Fixed chat when controlling monsters + Shameless plug ;) 2017-02-21 13:58:30 -03:00
Regalis
b375422c4e "Undertow games" splashscreen 2017-02-05 18:41:49 +02:00
Regalis
49d4108eeb Fixed character colliders sinking/floating away when using a railgun controller underwater 2016-12-28 19:56:52 +02:00
Regalis
c01ac33e1d Option to configure damage sounds for structures with a specific tag, some new sounds 2016-12-21 00:07:25 +02:00
Regalis
ede1dd58a0 New enemy (concept & sounds by Omniary) 2016-12-17 15:17:09 +02:00
Regalis
b01b38da68 Bunch of new sounds by Omniary, some charactersound & soundplayer refactoring 2016-12-15 21:42:15 +02:00
Regalis
fdf99cddcb Replaced the solid black color inside wall cells with an ice texture, background ice textures loop better 2016-12-11 21:41:24 +02:00
Regalis
bf88e2b8de ItemComponent HUD isn't drawn for ItemComponents that can't be selected 2016-12-01 16:11:29 +02:00
Regalis
12f98268b5 Increased character visibility range (how far monsters can see characters from), enemies manually steer towards their target if their steering path is finished or unreachable, mantis tweaking 2016-11-24 19:17:49 +02:00
Regalis
82aa43cda3 Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma 2016-11-21 16:31:54 +02:00
Regalis
50d706c67b - changed how PowerContainers determine how much power to provide to the grid, batteries can now match the load of the grid
- light-emitting alien structures that hold the artifacts instead of just having the artifacts lay on the floor (can also be used for turning artifacts into power sources if installed in a sub)
2016-11-21 16:28:30 +02:00
juanjp600
7a3bce3973 Hull volume helper in editor + Character name matches client name + Better-looking Watcher light source
Also '' is a thing of the past, use \" instead
2016-11-20 18:47:22 -03:00
Regalis
8c90fd1774 Doors push colliders away when closing, small human standing anim tweak 2016-11-18 18:47:58 +02:00
Regalis
bded421366 Added colliderHeightFromFloor to a few places I missed, some more human collider tweaking, correcting collider y position faster 2016-11-17 19:06:12 +02:00
Regalis
adece20072 Collider height from floor can be changed in the xml files, moved human collider a bit higher to allow climbing over roughly waist-high obstacles 2016-11-17 18:06:43 +02:00
juanjp600
fac0c850a5 Changes to collider behavior
The collider now levitates above the ground, which makes small obstacles a non-issue. The raytest also helps the collider stick to staircases, so players don't jump off anymore.
Crouching now changes the collider to a smaller version, so now there is actual functionality to crouching.
I also removed the anchor from corpses of network players. I'm not entirely sure why this was done, but removing it doesn't seem to break anything.
2016-11-16 21:30:49 -03:00
Regalis
f3bea2702b TigerThresher -> Tigerthresher 2016-11-09 20:00:31 +02:00
Regalis
1dc08b3019 Added collider to humanhusk.xml, disabled the "zoom effect" when under pressure as a huskified human 2016-11-08 20:15:59 +02:00
Regalis
8c3c6355a4 Larger coelanth collider, increased charybdis' attack range 2016-11-07 18:47:40 +02:00
Regalis
5cc605bc01 Dust particles are drawn in the same batch as the background sprites (-> far-away particles are rendered behind the sprites), limiting character name length in the crew info menu, the "submarine not found in your folder" -tooltip is updated after downloading a sub file 2016-10-29 15:38:40 +03:00
Regalis
72178d4b1f Fabricator UI shows item descriptions and items that can't be fabricated are grayed out, added a couple of new fabricable items 2016-10-28 19:47:45 +03:00
Regalis
81ed90abf4 Fixed a bunch of items being rendered over water 2016-10-27 21:13:24 +03:00
Regalis
29ad3d2555 Removed limb impact tolerances from creature configs & added ragdoll-specific impact tolerance 2016-10-26 20:20:42 +03:00
Regalis
07f8c966ab Submarine position is synced using the same logic as the characters, AICharacter position syncing 2016-10-25 19:01:19 +03:00
Regalis
641e579e92 Backported animcontroller-overhaul 2016-10-22 15:18:16 +03:00
Regalis
c034e3ed00 Added some emergency lights to vanilla subs 2016-10-12 16:15:13 +03:00
Regalis
9540972db4 Added a near-indestructible ruin wall variant that has a higher chance of being used in rooms further away from the ruin entrance 2016-10-11 22:46:24 +03:00
Regalis
f9017d3cf9 User-controlled monsters can damage structures from outside the sub 2016-10-11 21:11:06 +03:00
Regalis
d8476d9371 Hull-specific ambient lighting: light sources increase the amount of ambient light in rooms and the light can spread to adjacent rooms through gaps. Allows making the default ambient light much darker without making shadows look too dark in fully lit subs. 2016-10-10 21:13:22 +03:00
Regalis
f4c5c5e542 Added a particle trail to railgun shells 2016-10-09 15:13:41 +03:00
Regalis
0ea9600198 Team-specific combat mission descriptions + deepest lore 2016-10-06 19:55:26 +03:00
Regalis
5e88d91cb8 Fixed mutliplayer-only missions being taken into account in the eventprobability calculation even in single player mode, which missions are sp/mp-only is determined in the mission config files 2016-10-06 15:32:38 +03:00
Regalis
3ec6f008d5 Item/structure sprites flip by default 2016-10-03 16:43:03 +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
c1cb19b940 More suitable tutorial seed + moloch spawn position, moloch nerf 2016-09-29 19:32:14 +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
cbce785078 - combined the "crew" and "hire" tabs in the SP lobby
- tooltips that show item descriptions in the store menu
- preventing tooltips from going outside the screen
- medical items can be bought, more expensive railgun/depthcharge shells
2016-09-29 18:59:58 +03:00