Regalis
beac45458e
Transforming received in-sub mouse coordinates to outside coordinates if the character is outside and vice versa, HiddenSubPosition fix (can't use Level.Loaded to find the top of the level because the level isn't loaded yet)
2017-01-05 19:08:54 +02:00
Regalis
518eea746e
Transforming in-sub MemPos/MemLocalPos coordinates to outside coordinates if the character is outside and vice versa, server doesn't start sending ingame updates until they receive the first ingame update message from the client (no need to send updates while the client is loading or if they fail to start the round)
2017-01-05 18:16:58 +02:00
Regalis
1bba276949
Fixed OnMapLoaded not being called on MapEntities that don't belong to any sub (due to this, gaps weren't created on doors in alien ruins until the game starts running, which occasionally caused entity ID mismatches between clients and the server)
2016-12-30 18:01:15 +02:00
Regalis
1f07b18e5b
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Items/Components/DockingPort.cs
Subsurface/Source/Items/Components/Signal/Wire.cs
Subsurface/Source/Items/Item.cs
2016-12-29 22:18:27 +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
32c7edba1c
Explosion damage calculations take the size of the limbs into account (e.g. it's possible to damage endworms with explosives that have a damage radius less than 600)
2016-12-20 19:28:25 +02:00
Regalis
dd46ce1d98
Adjusting submarine spawnposition if the sub (or any docked subs) intersect with walls
2016-12-20 16:11:47 +02:00
Regalis
311f388358
Limbs with no sprite don't cause the game to crash anymore, lightsources attached to a limb are drawn at the interpolated position (= DrawPosition) of the limb, lightTexture origin is flipped on the X-axis when parent limb flips
2016-12-17 14:24:54 +02:00
Regalis
d7ed27381f
List of linkable subs in the editor is refreshed after saving a new sub
2016-12-14 17:00:09 +02:00
Regalis
a2f19a3b16
The size of the docked subs is taken into account when generating the level
2016-12-13 23:21:47 +02:00
Regalis
2ef7c2f996
Preventing ruins from spanning above the top of the level
2016-12-13 23:14:41 +02:00
Regalis
40c28a11de
Docked subs are forced to correct positions during loading and the docking is "locked" (subs won't get stuck inside each other even if the linked sub is placed incorrectly in the editor)
2016-12-13 23:12:56 +02:00
Regalis
6a189c6ec4
Fix for "collection was modified" exceptions when removing entities using delete or Ctrl+X
2016-12-12 15:01:50 +02:00
Regalis
f9ea876edf
- sub list in the main menu is refreshed when MainMenuScreen is selected (-> downloaded and newly created subs appear in the list)
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- fixed "editing menu" not disappearing after an entity is removed in the editor
- debugconsole textbox is automatically selected when opening the console
- clearing the current gamesession if returning to main menu using the console
2016-12-12 14:49:16 +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
3411448ae8
Submarine position syncing improvements
2016-12-10 19:53:35 +02:00
Regalis
1f454d593e
Inventory syncing, objHeader is passed to the ClientRead/ServerRead methods so they can determine how to read the msg (is it an inventory update, position, input, etc)
2016-12-10 16:39:58 +02:00
Regalis
108dddf082
Wall damage syncing, inventory serialization methods
2016-12-10 13:06:17 +02:00
Regalis
fada49d277
Level generation fix: voronoiCell collision is disabled if any of it's edges intersects with any part of an alien ruin
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+ SalvageMission attempts to place artifacts in artifact holders
2016-12-01 16:14:24 +02:00
Regalis
a2442bfcb8
Simple MapEntity visibility culling (structures outside the camera view or items with nothing to render aren't drawn)
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Could be optimized further, but already gives a pretty nice performance boost
2016-11-30 21:09:11 +02:00
Regalis
2e2c206d5f
ID-based hull & gap depth sorting
2016-11-29 19:21:46 +02:00
Regalis
0b03b78606
Entities that are behind other entities can be selected using a listbox that appears when hovering the cursor over them, itemcomponent GUIFrames aren't added to GUIUpdateList in sub editor (unless in character mode)
2016-11-29 17:30:13 +02:00
Regalis
d035d3bfb2
Structure depth sorting based on ID (overlapping structures don't "flicker" on top of each other)
2016-11-28 17:50:38 +02:00
Regalis
5779de0e17
Fixed null exception when copypasting entities that can't be linked (e.g. walls), aligning pasted entities to the "world grid"
2016-11-28 16:14:50 +02:00
Regalis
adde3461ea
Merge branch 'master' into new-netcode
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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
baf6a94e38
Fixed wall damage not being visible if there's only one damaged section
2016-11-24 19:15:38 +02:00
Regalis
9d1d64901a
Pathfinding fixes:
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- 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
Regalis
9061f0e53a
Water flows more slowly through partially open gaps
2016-11-23 21:20:00 +02:00
Regalis
b773413b45
Fixed items disappearing from copypasted containers if the items have been removed from the original container, cloning links between entities
2016-11-23 20:34:41 +02:00
Regalis
e39ab10a71
Level generation fixes
2016-11-23 17:52:23 +02:00
juanjp600
7a3bce3973
Hull volume helper in editor + Character name matches client name + Better-looking Watcher light source
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Also '' is a thing of the past, use \" instead
2016-11-20 18:47:22 -03:00
Regalis
d37bad2d44
Wire sections are updated after flipping, made the wire node list private and added public methods which ensure that sections are updated when modifying nodes
2016-11-16 18:41:32 +02:00
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
642a1bdd54
Disabled the "infinite walls" at the edges of the level (don't work correctly with multiple subs), the barrier at the top of the level can't be passed through when outside the borders of the level
2016-11-15 19:56:00 +02:00
Regalis
f7a9a77721
Some debug assertions to help figure out the cause for the body.FixtureList==null & GetHullsInRange crash reports
2016-11-15 19:53:25 +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
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- hull, radar, steering & pump syncing
2016-11-14 16:58:21 +02:00
Regalis
b86231170f
Fixed selectionrect becoming active when moving entities in the editor, null check in ConnectionPanel.UpdateHUD
2016-11-14 16:29:15 +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.
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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
Regalis
c2098f06f8
Removed a redundant DrawRectangle method & redundant sub visibility culling in GameScreen
2016-11-12 18:29:39 +02:00
Regalis
7fa660d38e
Wires can be cloned and moved if both items it's connected to are selected
2016-11-12 15:51:46 +02:00
Regalis
d403b38440
Hull, Gap & WayPoint cloning, equipped items are removed when switching from character mode to wiring or mode or vice versa
2016-11-12 15:44:02 +02:00
Regalis
0aa4b7a93d
Copy, paste & cut functionality in the editor
2016-11-11 17:58:14 +02:00
Regalis
e6b2919877
Items/structures can be copied by holding ctrl in the editor
2016-11-11 17:37:03 +02:00
juanjp600
0e9c20c666
Case-sensitivity checks on Windows
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Should prevent "TigerThresher" from happening again.
2016-11-10 21:45:59 -03:00
Regalis
ac65a431a8
Merge branch 'master' into new-netcode
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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
d017817878
Updating wire sections if the wires are moved during loading
2016-11-09 16:23:48 +02:00
Regalis
f4a942414d
More efficient culling, workaround for null exception in CombatMission.GetTeamName
2016-11-06 19:41:32 +02:00