Commit Graph

275 Commits

Author SHA1 Message Date
Regalis
de2af7f973 Speech bubble icon next to the character when speaking in multiplayer, fixed clients sending every message through radio when wearing a headset 2016-04-20 20:31:45 +03:00
Regalis
e271873a43 Autopilot uses submarine position as a "reference position" (instead of the position of the nav terminal), radar display bugfix, ragdolls aren't teleported outside the sub if they're in a tiny gap between hulls (e.g. passing through a broken wall between rooms) 2016-04-20 17:28:20 +03:00
Regalis
188220c464 A "suicide button" which can be used if the character is unconscious and the player doesn't want to wait for help, fixed submarine staying loaded when clicking the "load previous" button mid-round, main path waypoint generation bugfix 2016-04-20 17:22:22 +03:00
Regalis
e33f30dad1 Mid-round chat messages have a limited range, headset item which can be used to communicate with players further away, new inventory slot for items like masks and headsets 2016-04-20 17:19:38 +03:00
Regalis
a45f58cd08 New artifact sprites, ping sound for handheld sonar, fixed newlines multiplying in GUITextBlocks every time the block is resized 2016-04-16 21:42:40 +03:00
Regalis
5bacb66543 - fixed holes only being passable at the first and last sections of a wall 2016-04-16 21:03:11 +03:00
Regalis
17d499d70a - clients only apply OnImpact statuseffects on items when the server says so
- fixed characters occasionally teleporting partially inside walls in mp
- made it easier to drag characters while swimming
2016-04-16 21:00:21 +03:00
Regalis
204d1333d1 Merge branch 'master' of https://bitbucket.org/Regalis11/barotrauma 2016-04-16 15:36:10 +03:00
Regalis
31a04c7bc1 Cargo missions, a menu that shows the mission description mid-round 2016-04-16 15:36:01 +03:00
Regalis
6876bdc481 Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something 2016-04-16 15:33:28 +03:00
Regalis11
f9d64ea5c4 Some more commenting & cleanup 2016-04-10 21:03:40 +03:00
Regalis
c6df095a8b Narrow caves in levels, more background sprites 2016-04-10 10:57:38 +03:00
Regalis
c5685db0aa - handheld sonar
- junction boxes, sonar monitors, navigation terminals and engines break down if they're underwater long enough
- reactor cools down if it's underwater
- job-specific gear are grouped by job in separate .xml files
2016-04-09 14:31:59 +03:00
Regalis
c7545d5816 - StartCoroutine returns a handle which can be used to stop a coroutine, and coroutines and be given a name to make accessing them easier
- StatusEffect coroutines are stopped when the round ends
- Fixed GameServer keeping a reference to the TraitorManager after a round ends (causing traitor messages to appear even if traitors aren't on anymore)
- Option to spawn characters near/inside/outside the sub using the spawn command
2016-04-06 18:36:26 +03:00
Regalis
39c9c78266 - level generation refactoring: moved most of the generation logic to a static GaveGenerator class + some minor cleanup
- WIP method for splitting the voronoi cells to smaller ones and carving a small cave through them
2016-04-02 16:03:41 +03:00
Regalis
2a2ba80f9c ItemLabel optimization: textBlock is drawn using an offset relative to the position of the item instead of modifying textBlock.Rect each frame (causing the text position/wrapping to be recalculated each frame) 2016-04-02 15:54:00 +03:00
Regalis
5f05db7ca4 - fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
- parameter for changing the output value of And/Or components when the input conditions aren't met
- or components work properly now
- a limited number of signals (100) can be queued in a delay component
2016-04-02 02:25:44 +03:00
Regalis
3ac8139fc7 - changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen to larger rooms
- bugfixes in HumanoidAnimController.Flip()
- item/itemcomponent statuseffects are stored in a dictionary with the actiontype as a key, so the item doesn't have to iterate over all the components and all their statuseffects
- gap bubble particle tweaking
2016-03-29 17:57:05 +03:00
Regalis
23f1623562 Fixed missions not matching between Linux and Windows builds 2016-03-28 19:58:22 +03:00
Regalis
c1a1990f08 - moving characters out of the way when the sub is teleported to the right position in multiplayer (monsters shouldn't randomly pop up inside the submarine anymore)
- taking sub position into account when snapping cursor position to the grid -> new items/structures are aligned with existing ones if editing the sub while a round is running
2016-03-28 16:11:55 +03:00
Regalis
9a0bf07fc2 - some more medicine value tweaking
- medicine & toxic cabinet items (added to vanilla subs)
- updating the positions of items inside a moving container (caused explosions to happen in the wrong position if the explosive inside something like a grenade)
- renamed doctors as medical doctors
2016-03-27 20:25:24 +03:00
Regalis
7f40071565 - fixed ReliableChannel going crazy if a client disconnects and reconnects immediately after: the client created a new ReliableChannel but the server was still using the old one, causing the client to rerequest a ton of messages (now the server resets the channel when a client rejoins and reliablechannel resets itself if the message IDs are too far apart)
- syncing statuseffects caused by using an item on self
2016-03-27 20:20:34 +03:00
Regalis
c8597f76be - added med bays to the vanilla subs
- some new wall prefabs
- medical item statuseffect tweaking
- fixed textBoxes not being deselected in waypoint editing hud after applying the changes
2016-03-26 23:25:04 +02:00
Regalis
2f7295eaad Option to set a duration for a status effect 2016-03-26 23:20:02 +02:00
Regalis
ca492bf0d4 - health scanner item
- specific skills are required to fabricate some items
- changes to medical syringes: the status effects are defined in the chemical item instead of the syringe
2016-03-26 18:15:44 +02:00
Regalis
6c0927a564 - health/oxygen syncing with the new -100.0 - 100.0 range taken into account
- enemies die when their health reaches 0.0 (instead of -100.0)
- HUD, chatbox etc disabled when the character is unconscious
2016-03-26 18:09:17 +02:00
Regalis
f585235887 Performing CPR on unconscious players, a "use on self" button for some items 2016-03-25 15:34:40 +02:00
Regalis
0dbfb54b5f - crouching (allows placing signal items at the bottom of a room and may be useful when doctors are added (CPR animation, using medical items on dead bodies?))
- changes to the dying logic: characters will be unconscious when their health or oxygen goes below 0.0, and die when it drops to -100.0 (if either of the values is below zero, it will automatically decrease so the character will quickly die without medical care)
- fixed LightSprite being drawn on LightComponents even if the item is inside an inventory
- characters extend their arm more when placing signal items
2016-03-20 20:15:47 +02:00
Regalis
fc8b30c974 - npcs wont try grab items from other characters' inventories
- fixed lightcomponent LightSprites "twitching" when the sub is moving
- fixed null reference exceptions in Hull.Render if no submarine has been loaded
- submarine descriptions
- emergency sirens in Aegir & Vellamo
- changed the required item for fabricating a wire from "Copper" to "Copper Bar"
2016-03-18 17:48:25 +02:00
Regalis
8df9864db9 - emergency siren and alarm buzzer items
- wires and alarm buzzers can be fabricated
- fixed items selecting constructions outside the hulls
- ItemLabel.TextColor works now
- removed a random dot at the corner of head5.png
- inventory is visible in wiring mode
- fixed null reference exceptions in AIObjectiveGoto and Holdable
2016-03-17 19:28:46 +02:00
Regalis
20d61b0647 - fixed light components throwing errors when receiving an invalid color value to the "set_color" input
- fixed it being possible to connect wires to more than two items by selecting another item while dragging the wire
- relay components break if too much power is directed through them
- relay components are active by default and the can be toggled on/off in the editor
- bool properties show as checkboxes in the editor
2016-03-17 19:16:21 +02:00
Regalis
d6a57f9533 Bunch of crew AI bugfixes/improvements:
- replacing empty oxygen tanks
- fixed characters only fixing leaks in the outer hull
- prioritizing large leaks over small ones
- fixed characters doing nothing after fixing all the leaks (and sinking to the bottom if they happen to be outside)
- more accurate welder aiming
- AIObjectiveGetItem makes the characters go to the cabinet/container an item is inside, not to the actual item (which may not be actually positioned at the container)
2016-03-16 17:41:59 +02:00
Regalis
804510b144 - fixed launcher not resetting the "checking for updates" text if it fails to parse the updateinfo xml file
- fixed crashing if switching from wiring mode to character mode
- option to disable crew ai through the console
2016-03-16 17:35:11 +02:00
Regalis
3402dad741 v0.3.5.1:
- fixed UI controls not working in launcher
- fixed battery cells not reloading inside batteries
- moloch spawns earlier in tutorial
- fixed wrong updaterversion in launcher (caused the launcher to always show a warning)
2016-03-14 18:34:57 +02:00
Regalis
5120812adf - fixed AICharacters being updated even if they're disabled
- enemies can spot targets from further away if they've previously spotted the target
- physics bodies are immediately moved to the correct position if they're really far (instead of lerping)
2016-03-13 19:24:30 +02:00
Regalis
d713874bd6 Tweaked AITarget ranges: now it's possible to evade some monsters by stopping the sub and/or turning off noisy devices, AITarget ranges can be made visible by entering "ShowAITargets" in the console, misc cleanup 2016-03-12 21:35:21 +02:00
Regalis
c99f94b1de Fixed projectiles (e.g. railgun shells) not colliding with the sub when shot from outside, fixed lightcomponents not being positioned correctly on moving items 2016-03-12 21:28:39 +02:00
Regalis
d1580328ed Some cleanup using ReSharper (mostly removing redundancies) 2016-03-12 15:32:34 +02:00
Regalis
ae4e4d8f34 - wiring tool bugfixes
- new oxygen and welding fuel tank sprites
- more reliable method of checking that the sub can pass through the level
- moved the name of the highlighted item to the bottom of the screen
2016-03-11 19:12:07 +02:00
Regalis
ad17b1a9bf - "wiring mode" which makes wiring a bit more convenient in editor
- invisible entities (items inside cabinets, hulls/gaps when they've been hidden) can't be highlighted or selected in the editor
- fixed And Components always sending a signal out during the first frame if timeframe is set to 0.0
- fixed moloch not appearing in the tutorial
2016-03-11 16:10:36 +02:00
Regalis
581c95b065 Relay and delay components 2016-03-11 15:39:39 +02:00
Regalis
6deab579a1 - fixed level generation algorithm placing waypoints at unreachable positions
- changes to drowning/suffocation logic (oxygen-value drops/rises at a fixed rate depending on whether there's enough oxygen available, instead of effects "stacking")
2016-03-09 16:57:11 +02:00
Regalis
a1c728d207 Networking bugfixes & improvements:
- fixed server not sending kill-events when a monster dies
- some interpolation when correcting character positions
- physicsbody position lerping improvements
- sending AICharacter Dir instead of TargetDir
2016-03-09 16:56:42 +02:00
Regalis
37f70a1028 Ladders outside the sub can be climbed now 2016-03-09 16:44:39 +02:00
Regalis
10bb5d061f - WIP attempt at syncing item positions
- Some changes to item floating logic (lift is also applied to items outside the sub, forcefactor is clamped to 1 if the item is fully submerged)
2016-03-07 00:57:15 +02:00
Regalis
436bdb1448 v0.3.4.2: fixed section bodies not being restored after repairing a wall/window, fixed servers letting all clients in despite a wrong password, game version or content package 2016-03-05 12:50:22 +02:00
Regalis
c2a2f8374b v0.3.4.1: Temporarily disabled water moving items, bleeding slows down automatically, buttons can be fabricated, mantises don't bleed 2016-03-05 11:29:48 +02:00
Sebastian Broberg
1bc5cb24c1 Distance scaling 2016-03-04 18:20:17 +01:00
Regalis
02825782e5 - Edited item densities to make more sense
- Characters spawned through the console are synced with clients
2016-03-04 18:29:41 +02:00
Regalis
6efb64e94d Merge branch 'master' of https://bitbucket.org/Regalis11/barotrauma 2016-03-03 22:05:18 +02:00