Joonas Rikkonen
e090806d3a
- Charybdis's and coelanths can eat other creatures.
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- Split charybdis's tail into several parts, the single stiff tail limb made it too difficult for it to turn around.
- Option to override the torque that's used to rotate the mainlimb of swimming creatures to the correct direction.
- The scale of the characters' limbs is taken into account in EditCharacterScreen.
2017-06-22 18:16:00 +03:00
Joonas Rikkonen
38f92acf8e
Bunch of fixes to null reference exceptions caused by removing characters mid-round
2017-06-21 16:56:35 +03:00
Joonas Rikkonen
4ac9aa09c6
Eaten characters disappear, tweaked the movements of the eater a bit
2017-06-21 16:55:56 +03:00
Joonas Rikkonen
f0873bdae6
Progress on making creatures eat each other, waists of humanoid characters can't be severed from the torso because they're used to anchor colliders to dead characters
2017-06-20 21:16:42 +03:00
Joonas Rikkonen
d07649463b
Fixed limbs becoming severed even if the character isn't dead, severed limbs fade out after 10 seconds
2017-06-20 21:01:59 +03:00
Joonas Rikkonen
aa541695fc
Working towards making monsters eat dead characters (WIP)
2017-06-19 19:24:59 +03:00
Joonas Rikkonen
06e23ffe6d
Some tweaks to make enemy attacks less likely to miss:
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- Option to select which limbs attack force is applied to (e.g. husks and crawlers now lunge forward when attacking).
- Enemies attack towards the closest limb of their target instead of the main limb.
2017-06-14 20:49:03 +03:00
Joonas Rikkonen
242da11e3f
Attack configs determine whether an attack can sever limbs (instead of the amount of damage), new blood particles
2017-06-14 19:24:49 +03:00
Joonas Rikkonen
f6425a7229
Characters using FishAnimController twitch for a few seconds after dying
2017-06-14 19:23:07 +03:00
Joonas Rikkonen
680204b2cc
Fixed severed limbs coming back together when SimplePhysicsEnabled is toggled off and on
2017-06-14 16:25:51 +03:00
Joonas Rikkonen
65db119158
Strong attacks can sever limbs (railguns now cut crawlers in half and threshers can rip off limbs)
2017-06-13 21:36:40 +03:00
Joonas Rikkonen
12731a8137
New waterblood particle
2017-06-13 18:20:38 +03:00
Joonas Rikkonen
4d8da85956
Configured combat strengths for all enemy types, tweaked attack priorities & movement parameters
2017-06-13 17:10:44 +03:00
Joonas Rikkonen
3c3c530b44
Enemies move faster when attacking/fleeing
2017-06-13 17:08:23 +03:00
Joonas Rikkonen
c5ce1be6c2
Running speed can be adjusted from the character configs, added a parameter for the "running speed" in water (characters now swim faster when holding shift).
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TODO: make AI-controlled monsters run/swim faster in specific situations (fleeing, attacking, etc).
2017-06-12 20:07:50 +03:00
Joonas Rikkonen
ed0a5f0f66
- Enemies with the "attack when provoked" setting only start attacking humans and structures if the attacker is a non-AI character or has a HumanAIController.
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- Characters that launch a turret get assigned as the user of the projectile (-> shooting watchers with a railgun makes them attack).
- Increased watchers' attack range.
2017-06-12 18:56:33 +03:00
Joonas Rikkonen
c7d22ecb47
Option to make AI characters flee when their health is below a specific threshold
2017-06-12 18:50:15 +03:00
Joonas Rikkonen
0ba11e1fb6
Merge branch 'master' into ai-overhaul
2017-06-11 20:47:45 +03:00
Joonas Rikkonen
0af83e6caf
Option to make MonsterEvents spawn more monsters when previous ones are killed (to prevent predators from clearing the ocean of weaker creatures)
2017-06-11 20:47:14 +03:00
Joonas Rikkonen
f469041363
Fixed exceptions in NetLobbyScreen.UpdatePlayerFrame if job preferences contain jobs that aren't in the list of job prefabs
2017-06-11 18:49:48 +03:00
Joonas Rikkonen
bf14882136
Merge pull request #10 from CommanderMark/master
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Job preferences are now saved in config.xml.
2017-06-11 18:43:40 +03:00
CommanderMark
cc6e220691
Moved the execution of the save coroutine to JobNamePreferences' setter.
...
Juanjp pointed out that it would run the coroutine if you modified changes in the settings without yet pressing "Apply".
Also reworded the job descriptions.
2017-06-10 23:24:51 -04:00
CommanderMark
ed5039c43c
The ordering of job preferences in net lobby are saved in config.xml.
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- Added a coroutine which will save the current settings to the config.xml file if no further changes to the preferences are applied after 10 seconds.
-The default ordering is now Engineer, Mechanic, Captain, Security, Doctor and Assistant.
2017-06-10 22:17:16 -04:00
Joonas Rikkonen
9b0d7c1020
Added a method for changing a client's controlled character. Clients now get back control if their character is revived via the debug console.
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+ It's possible to give clients control of monsters, which should add some new gameplay possibilitie. ;)
2017-06-10 15:07:10 +03:00
Joonas Rikkonen
8886409d56
Respawning characters get ID card tags for both the shuttle and the main sub
2017-06-07 21:14:38 +03:00
Joonas Rikkonen
9527d53558
Fixed exceptions in CharacterNetworking.WriteStatus if a characters stun timer goes over 60.0
2017-06-07 20:20:14 +03:00
Joonas Rikkonen
4395179afa
v0.6.0.2
2017-06-05 21:56:22 +03:00
Joonas Rikkonen
2433a4d7fb
Teleport command can be used on remote players, fixed launcher.csproj
2017-06-05 21:56:12 +03:00
Joonas Rikkonen
c71af56e78
Added teleport console command
2017-06-05 20:11:19 +03:00
Joonas Rikkonen
46957684f3
Clients and server limit the number of chat messages included in a message if their byte size exceeds the MTU
2017-06-05 19:30:31 +03:00
Joonas Rikkonen
acad7980f2
Added some null checks
2017-06-05 18:40:25 +03:00
Joonas Rikkonen
892d28fd39
Items can be fixed in single player again
2017-06-05 18:18:30 +03:00
Joonas Rikkonen
da3731bae6
Fixed nuclear shells exploding immediately when launched
2017-06-05 18:11:38 +03:00
Joonas Rikkonen
e3016fbbcf
Legalese version of the EULA
2017-06-04 21:24:36 +03:00
Joonas Rikkonen
72ecba8e5b
Fixed message fragmentation issues caused by initial lobby syncing. The size of the initial message exceeds MTU if the host has a large number of subs, and apparently Lidgren doesn't attempt to handle fragmenting by default when sending the messages with the unreliable delivery method. Now the initial syncing message is sent only once with the reliable delivery method which should be able to handle fragmented messages.
2017-06-04 19:56:57 +03:00
Joonas Rikkonen
55cb56da59
Server ends the round if all characters are either dead or unconscious when autorestart is on (instead of waiting for everyone to be dead)
2017-06-04 18:04:37 +03:00
Joonas Rikkonen
24424cfb51
IP address is logged in all login error messages and the errors are logged to both the debug console and the server log
2017-06-04 17:55:11 +03:00
Joonas Rikkonen
0864505fda
Skill level syncing isn't dependent on the order of a character's skills. The skills are sorted in a descending order based on the skill level, which may cause the order to differ between the server and the clients after the initial random skill levels have been assigned.
2017-06-04 16:21:58 +03:00
Regalis
ce69e155fd
Fixed GUITickBoxes appearing unchecked if they're set to the checked state when interaction with the box has been disabled (or vice versa)
2017-06-04 16:03:41 +03:00
Regalis
1ec3961fad
Merge branch 'master' of https://github.com/Regalis11/barotrauma
2017-06-04 15:01:23 +03:00
Regalis
94c6a8ea1b
Renamed project folders from Subsurface to Barotrauma
2017-06-04 15:00:53 +03:00
Joonas Rikkonen
3ec108b3f7
Added readme.md
2017-06-04 14:50:25 +03:00
Regalis
ad03c8bf0d
EULA + readme update
2017-06-04 14:48:15 +03:00
Regalis
a0c23f8e94
v0.6.0.1
2017-06-04 14:10:17 +03:00
Regalis
466c7cb59d
Servers report their game version and selected content package when registering to master server (not displayed anywhere atm but might be good to have the info available for future usage)
2017-06-03 19:40:12 +03:00
Regalis
96c425414c
Server and EntityEventManager debug logging can be enabled in release builds by enabling verbose logging, DebugConsole.ThrowError logs stacktraces
2017-06-03 19:01:39 +03:00
Regalis
1f8460e8ad
GameMain throws an exception immediately if loading the game fails (instead of closing the loading screen and waiting for the inevitable crash)
2017-06-03 18:21:56 +03:00
Regalis
f5d8669da3
Clients wait until both teams have characters in them before they start to update CombatMissions. Character spawn messages aren't guaranteed to arrive at the same frame, so it's possible for one team to be empty at the start of the round, causing the clients to think the other team already won.
2017-06-03 18:12:25 +03:00
Regalis
2b27755b61
Team ID assignment fixes:
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- Clients are assigned to team 1 in sandbox mode (because the host is also in team 1).
- Respawning characters are always assigned to team 1 (otherwise mid-round joining clients would end up in team 0 because the team assignment is done when the round starts)
2017-06-03 18:08:47 +03:00
Regalis
fe81355039
Fixed crashing if attempting to send radio messages without a radio in the inventory (Undertow Games - first-rate QA since 2014)
2017-06-03 16:32:44 +03:00