Regalis
deb76d0767
Removed a duplicate line
2016-11-24 20:24:01 +02:00
Regalis
adde3461ea
Merge branch 'master' into new-netcode
...
Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/Items/Components/Door.cs
Subsurface/Source/Items/Components/Power/PowerContainer.cs
Subsurface/Source/Items/Components/Signal/Wire.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Networking/ChatMessage.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Networking/GameServerLogin.cs
Subsurface/Source/Networking/GameServerSettings.cs
Subsurface/Source/Networking/NetworkMember.cs
2016-11-24 19:52:40 +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
9d1d64901a
Pathfinding fixes:
...
- determining if a character is close enough to a waypoint works now, even if the character is too short for its collider to overlap with the wp (e.g. crawlers)
- enemies can drop down from platforms
- an extra waypoint is placed at the middle of stairs to prevent characters from choosing a waypoint on a platform above the stairs as the starting point of their path
2016-11-23 22:20:44 +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
6ca605aa57
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2016-11-18 18:48:10 +02:00
Regalis
8c90fd1774
Doors push colliders away when closing, small human standing anim tweak
2016-11-18 18:47:58 +02:00
juanjp600
a4ebb116c0
Fixed falling damage
2016-11-17 15:35:15 -03:00
Regalis
a4f00310dc
"Floor check" raycasts ignore platforms/stairs based on the bottom pos of the collider instead of the lowest limb, fixed IndoorsSteeringManager node diff checks
2016-11-17 20:00:03 +02:00
Regalis
089b0dbcee
Water slows down players based on the depth of the water relative to the bottom of the collider
2016-11-17 19:16:30 +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
c25ea7c75f
Fixed collider not taking previous Submarine value on index change
2016-11-16 22:06:10 -03:00
juanjp600
b68be44864
Fixed ragdoll position not being offset on ladder
2016-11-16 21:44:08 -03:00
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
juanjp600
5922fc972d
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2016-11-15 22:26:46 -03:00
juanjp600
d2c17274fe
GUI elements now respect render order + some minor distance comparison optimization
2016-11-15 22:26:36 -03:00
Regalis
184c6858cd
Removing orphans in PathFinder.GenerateNodes, fixed autopilot steering the wrong way if clicking an already selected destination tickbox
2016-11-15 20:48:52 +02:00
Regalis
335bf00890
Entity removal fixes
2016-11-14 17:52:26 +02:00
Regalis
0c9a55e9e0
- server doesn't create a new EntityEvent if there's a duplicate event waiting to be sent
...
- hull, radar, steering & pump syncing
2016-11-14 16:58:21 +02:00
Regalis
44d87613b9
- setting SelectedConstruction back to null if a client is too far from it (-> selecting items doesn't become impossible after selecting a cabinet/reactor/whatever and moving away from it)
...
- closestItem or closestCharacter aren't checked unless the client pressed Select
2016-11-13 21:13:18 +02:00
Regalis
498c72c64a
Server sends ServerEntityEvents to clients, NetEntityEvents can contain an object array which will be passed to the serializable entity (now only used for ItemComponent indices)
2016-11-13 13:56:48 +02:00
Regalis
c314b37029
Some classes for syncing entity state changes. Similar to the NetworkEvents in the old netcode, but the logic is split into separate classes which prevent the server from reading updates for entities that aren't IClientSerializable.
...
todo: add NetEntityEventManagers to server & client, some logic to prevent sending events that don't need to be sent (e.g. duplicate event state updates)
2016-11-12 20:56:06 +02:00
juanjp600
392bc13258
Removed case check from CharacterInfo because it corrects itself
...
Just make sure to not get the directory casing wrong and we'll be good
2016-11-10 21:58:35 -03:00
juanjp600
0e9c20c666
Case-sensitivity checks on Windows
...
Should prevent "TigerThresher" from happening again.
2016-11-10 21:45:59 -03:00
Regalis
17a7cb70ed
Resetting character position to the server pos if the difference between the positions is large enough
2016-11-09 19:58:05 +02:00
Regalis
e1c2cd4d53
Networked characters can climb ladders without joining the Europan Space Program
2016-11-09 18:17:04 +02:00
Regalis
ac65a431a8
Merge branch 'master' into new-netcode
...
Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Items/Components/Signal/Wire.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Items/ItemInventory.cs
Subsurface/Source/Networking/GameServer.cs
2016-11-09 17:58:56 +02:00
Regalis
9eaca68cea
Clients move their saved local positions if they don't match the servers position (instead of immediately snapping to the latest server position)
...
TODO: prevent ladders from sending the character flying, some safeguards in case positions are way off
2016-11-09 17:43:23 +02:00
Regalis
1617cd8f7a
Item/statuseffect optimization:
...
- PowerTransfer components cache power connections instead of rechecking them every frame
- items store connections in a dictionary with the name of the connection as a key (-> finding the correct connection when sending a signal is more efficient)
- storing item tags & StatusEffect targetNames in HashSets
2016-11-08 21:14:29 +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
f259f3fba4
Limiting character movement when collider isn't upright (can't run at full speed if lodged in some tight space), hack-ish way of moving the collider of a character that's being dragged
2016-11-07 18:52:36 +02:00
juanjp600
cd8c927800
Sync InputType.Select
2016-11-06 18:15:13 -03:00
Regalis
de3966ae95
- character colliders stay enabled when the character is unconscious/stunned (prevents getting stuck inside walls when the collider is re-enabled)
...
- can't climb over obstacles if the contact point is above the center of the character collider
- higher "obstacle climbing velocity"
- limiting collider velocity when dragging another character
2016-11-06 18:56:03 +02:00
juanjp600
160eff85d0
Input fast-forward/catchup when standing still for 15 frames
...
Also made position correction work based on linear velocity so running doesn't make you twitch nearly as much.
2016-11-06 13:43:53 -03:00
juanjp600
f0acf69065
Merge remote-tracking branch 'barotrauma/master' into new-netcode
...
# Conflicts:
# Subsurface/Properties/AssemblyInfo.cs
# Subsurface/Source/Characters/AI/EnemyAIController.cs
# Subsurface/Source/Characters/AICharacter.cs
# Subsurface/Source/Characters/Character.cs
# Subsurface/Source/Items/Components/Signal/Connection.cs
# Subsurface/Source/Items/Item.cs
# Subsurface/Source/Map/Structure.cs
# Subsurface/Source/Networking/GameClient.cs
# Subsurface/Source/Networking/GameServer.cs
# Subsurface/Source/Screens/NetLobbyScreen.cs
2016-11-05 18:18:20 -03:00
juanjp600
35dafc4792
Merge remote-tracking branch 'barotrauma/master' into new-netcode
...
# Conflicts:
# Subsurface/Source/Characters/Character.cs
# Subsurface/Source/Items/Components/Machines/Steering.cs
# Subsurface/Source/Map/Structure.cs
# Subsurface/Source/Networking/GameClient.cs
# Subsurface/Source/Networking/GameServer.cs
2016-11-05 18:09:44 -03:00
Regalis
a32198ff80
v0.5.3.1
2016-11-04 16:27:53 +02:00
Regalis
95937694f4
Colliders can "climb" over small obstacles
2016-11-02 17:14:57 +02:00
Regalis
1b818b6422
Fixed timestep logic is disabled during loading (less choppy loading screens & no pause at the start of the game), damageable structures visible in LOS again, footstep sound tweaking
2016-11-01 19:05:09 +02:00
Regalis
9b29c52a1b
Removed redundant data from AICharacter update messages, fixed startlocation name being shown for endlocation on nav terminals
2016-10-31 21:01:01 +02:00
Regalis
eb2c51c2f1
Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method)
2016-10-31 20:50:20 +02:00
Regalis
48c07cfce5
- doors aren't ignored when checking visibility during waypoint generation or when finding a starting node for a path
...
- AICharacter will mark their path unreachable if their path is blocked by a door they cant open (may happen if someone closes the door after calculating the path)
- fixed exception when creating a Steering component when there's no active GameSession (i.e. in the editor)
2016-10-27 21:18:45 +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
182cfb3451
Removed unnecessary memLocalPos stuff
2016-10-25 20:20:23 +03:00
Regalis
62dd055e8d
Merge branch 'master' into animcontroller-overhaul
...
Conflicts:
Subsurface/Content/Characters/Crawler/crawler.xml
Subsurface/Source/Characters/AICharacter.cs
Subsurface/Source/Characters/Animation/FishAnimController.cs
Subsurface/Source/Characters/Animation/Ragdoll.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/Map/Submarine.cs
Subsurface/Source/Map/SubmarineBody.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Physics/PhysicsBody.cs
2016-10-25 20:09:25 +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
ac8edb5b2a
Fixed monster/artifact events being out of sync between the server and the clients
2016-10-25 18:58:56 +03:00
Regalis
641e579e92
Backported animcontroller-overhaul
2016-10-22 15:18:16 +03:00
Regalis
b410a04a86
Fixes
2016-10-21 19:55:48 +03:00