Joonas Rikkonen
e26600d088
Added MP campaign setup to the dedicated server & some console commands for managing the campaign
2017-09-17 20:03:18 +03:00
Joonas Rikkonen
9114ae658f
- Modified item buying logic: selected items are purchased immediately without having to click the "buy" button, and they stay in the list of purchased items until the round is started. (-> It's possible to see which items have been purchased and cancel purchases).
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- Clients can be given a permission to manage the campaign (atm selecting which location to head towards and buying items).
- Syncing cargomanager state with clients.
- Misc fixes.
2017-09-17 15:55:24 +03:00
Joonas Rikkonen
b292a301cf
MP campaign additions/fixes:
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- Store tab & cargo spawning
- Sub & shuttle lists and level seed box are disabled when a campaign is active.
- Campaign UI is recreated if a new campaign is started while another one is active.
2017-09-16 19:16:56 +03:00
Joonas Rikkonen
348d81a66f
MP campaign fixes
2017-09-13 20:34:10 +03:00
Joonas Rikkonen
8949871f00
Saving fix
2017-09-11 21:37:28 +03:00
Joonas Rikkonen
63bca3c7ea
Syncing campaign state & save files with clients (WIP)
2017-09-11 21:32:48 +03:00
Joonas Rikkonen
51cfef214c
BackgroundSpriteManager uses RandSync.Server because the server also generates background sprites now
2017-09-11 21:31:21 +03:00
Joonas Rikkonen
1311a286f5
Added battery recharge docks, moved applying OnActive statuseffects to the Powered itemcomponent, removed smoke particles from stun baton hit effect
2017-09-03 16:57:32 +03:00
Joonas Rikkonen
7625d04807
Fixed exceptions during level generation if two tunnel nodes happen to be placed at the same position
2017-09-03 13:11:53 +03:00
Joonas Rikkonen
3feee93c53
Campaign saving fixes
2017-09-03 13:08:10 +03:00
Joonas Rikkonen
1e41abadd1
Submarine.PickBody & CheckVisibility ignore sensors
2017-09-03 13:07:20 +03:00
Joonas Rikkonen
c1f5e3cbda
Progress on multiplayer campaign:
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- Moved SaveUtils to the shared project.
- Moved the "new game"/"load game" menu logic to a separate class.
- Somewhat functional campaign UI in the server lobby (only the map view is usable atm though).
2017-08-31 18:53:37 +03:00
Joonas Rikkonen
c7ae91da42
Added "state_out" connections to relay components
2017-08-31 16:45:04 +03:00
Joonas Rikkonen
96a64d45dc
Moved MapEntity saving methods to the shared project (the server needs to be able to save subs in the campaign mode)
2017-08-30 18:09:48 +03:00
Joonas Rikkonen
dc3b9baa0d
Moved campaign UI logic from LobbyScreen to a separate class
2017-08-29 19:32:14 +03:00
Joonas Rikkonen
a75fd12020
Started moving single player campaign logic to an abstract CampaignMode class to make it reusable in the eventual multiplayer campaign
2017-08-28 20:19:21 +03:00
Joonas Rikkonen
729108c7b9
Replaced usages of "shift" with "round" for consistency
2017-08-28 17:59:08 +03:00
Joonas Rikkonen
736de25e6c
Fixed RangedWeapon launching projectiles in an incorrect rotation
2017-08-27 18:45:14 +03:00
Joonas Rikkonen
e7f4d1474e
Fixed interact rects not being calculated correctly for subinventory slots, the tooltip of a parent item isn't shown when highlighting a contained item
2017-08-27 18:10:17 +03:00
Joonas Rikkonen
79f7ce7071
Revert "Characters that are outside are rendered under particles -> creatures can be hidden by smoke from hydrothermal vents. [ 65211ec]"
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Caused characters to be rendered behind ruins, need to come up with a better solution
2017-08-27 14:34:11 +03:00
Joonas Rikkonen
37a5888126
- More small caves in levels.
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- Groups of crawlers, mantises and husks can spawn inside the caves.
- Salvage mission variants where the artifact spawns inside a cave.
- Fixed ruins being placed inside the sea floor.
- MonsterEvents don't spawn the monsters if no suitable spawn position is found.
2017-08-27 13:40:47 +03:00
Joonas Rikkonen
362428280a
Multiple particle emitters can be be attached to a background sprite, hydrothermal vents push characters and subs upwards, tweaked hydrothermal smoke particles & trigger positioning
2017-08-26 17:07:13 +03:00
Joonas Rikkonen
1a12f46708
All remaining physics bodies are removed at the end of submarine unloading (freeing debug bodyShapeTextures, etc). -> LevelTrigger bodies don't have to be removed separately during unloading
2017-08-24 20:30:10 +03:00
Joonas Rikkonen
65094a02c1
Hydrothermal vents emit sounds & being inside the smoke makes the camera shake
2017-08-24 20:25:17 +03:00
Joonas Rikkonen
4bdbf05875
- The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
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- StatusEffect sounds are configured as child elements of the StatusEffect (instead of attributes).
- Background sprites can emit sounds.
2017-08-24 19:56:31 +03:00
Joonas Rikkonen
7186a8010a
Fixed item pickup sounds playing during loading
2017-08-24 19:52:04 +03:00
Joonas Rikkonen
c2da3a6af4
- Added "LevelTriggers", areas that apply statuseffects and/or damage to entities. Atm can only be attached to background sprites.
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- Moved background sprites to the shared project.
- The debug textures of physics bodies have a maximum size of 128x128 pixels to prevent large bodies from taking up excessive amounts of memory.
- Attacks can be set to only affect humans.
2017-08-23 20:37:30 +03:00
Joonas Rikkonen
2d1c00546f
Reimplemented switching to repair & monster music types (now handled by SoundPlayer)
2017-08-23 14:42:24 +03:00
Joonas Rikkonen
f9504d0d76
Bunch of new level types, WIP hydrothermal vents
2017-08-22 21:12:29 +03:00
Joonas Rikkonen
6cf0f966aa
Refactored event/task logic:
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- Instead of configuring a commonness value and difficulty for an event and creating new random events until the maximum difficulty of the selected level is reached, the number of events per level can be configured directly (and overridden for specific level types).
- Removed task logic. The initial idea was to display the unfinished tasks to the player somehow and to use them as objectives for the AI crew, but those were scrapped and the tasks only ended up controlling which type of music to play. TODO: implement some kind of logic to determine when to play repair/monster music clips.
2017-08-22 21:12:06 +03:00
Joonas Rikkonen
65211ecbb6
Characters that are outside are rendered under particles -> creatures can be hidden by smoke from hydrothermal vents.
2017-08-22 19:06:29 +03:00
Joonas Rikkonen
15a31c5291
- The commonness of scripted events can be overridden for specific level types (e.g. some monsters can be set to spawn more frequently in specific types of levels).
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- The sub can be moved from location to another in the map view by double clicking in debug builds.
- Level wall color can be changed in level generation parameters.
- Fixed level geometry not being rendered if the ocean floor is visible (which isn't a problem in most level types, but there can be levels where the ocean floor is so close to the actual level that they can both be visible at the same time).
- Background sprite scale is taken into account when calculating particle emitter positions.
- Fixed limb lights being rendered even if the character is disabled.
2017-08-22 19:04:49 +03:00
Joonas Rikkonen
d772049cc0
Particle fixes, background sprites can emit particles if the camera is within the area where the particles are visible
2017-08-22 15:41:23 +03:00
Joonas Rikkonen
cc40970b58
Separate ParticleEmitter & ParticleEmitterPrefab classes - the emission timer (and maybe some other values in the future) can't be in the prefab class because multiple objects may use the same prefab.
2017-08-20 22:05:30 +03:00
Joonas Rikkonen
04834f9f7f
Background sprites can be set to spawn on the sea floor, particle emitters can be attached to background sprites
2017-08-20 19:07:07 +03:00
Joonas Rikkonen
4a460ff150
- The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
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- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub.
- ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
2017-08-20 19:05:25 +03:00
Joonas Rikkonen
3c0f099448
Entities can be nudged with the arrow keys in the sub editor
2017-08-20 13:20:52 +03:00
Joonas Rikkonen
a6689b894d
Map generation tweaking: some biomes are placed at the center of the map, some at the center and some randomly.
2017-08-20 13:20:23 +03:00
Joonas Rikkonen
8e71b4b828
Ocean floor is visible on sonar
2017-08-16 19:09:51 +03:00
Joonas Rikkonen
52a52cdfc7
Level biomes (basically a way of categorizing level generation parameters). The single player map is now divided into biomes, meaning that specific types of levels are generated at different areas of the map.
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TODO: more variety between biomes, assign the map biomes in a less random way (e.g. splotches of easier biomes connected by more dangerous ones, very dangerous biomes at the edges of the map...), option to select the biome in MP?
2017-08-15 22:43:58 +03:00
Joonas Rikkonen
9c372137bd
Added randomly generated ocean floors. Atm the bottom is too deep to reach in most levels and there's not much to explore down there, but the plan is to have some levels where the bottom or some of the bottom formations are reachable (because we need hydrothermal vents!).
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Ice walls also use vertex colors now, could be used to add some cosmetic variety to the levels.
2017-08-15 19:20:21 +03:00
juanjp600
6fe9130dd8
Fixed crash when projectiles stuck to items on dedicated server
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Report submitted by etet2, haven't tested it yet but I'm fairly certain this should fix the crash
2017-08-14 21:35:19 -03:00
Joonas Rikkonen
8691789974
ScalableFont uses a non-obsolete override of the SpriteBatch.Draw method, + minor optimization
2017-08-13 20:01:00 +03:00
Joonas Rikkonen
c7a357d84c
Fix for exceptions when a human is targeting a removed entity while debugdraw is enabled, accessing AITarget position properties after the target has been destroyed doesn't throw an exception (but does log an error in debug builds).
2017-08-13 20:00:52 +03:00
Joonas Rikkonen
4d40f5d483
Submarines, items and characters that reach a depth of 300,000 units (~4000 m) are automatically disabled. Avoids the unnecessary cost of updating entities that are way too deep to be reached by anyone.
2017-08-13 20:00:18 +03:00
Joonas Rikkonen
98b4b904d4
Inventory slots are highlighted if the cursor is within 5 pixels of the rect. The spacing between inventory slots is 10 px, so now items can't be accidentally dropped by releasing the cursor between slots.
2017-08-11 17:49:43 +03:00
Joonas Rikkonen
75a4d641bf
Medical scanner shows husk infections
2017-08-10 20:30:48 +03:00
Joonas Rikkonen
f40d244deb
Moved inventory UI update logic to the client project, sound effects for picking up and dropping items
2017-08-10 20:30:29 +03:00
Joonas Rikkonen
fd844fd696
Option to make wearable sprites use the depth of the sprite instead of using the depth of the limb it's attached to
2017-08-10 18:19:06 +03:00
Joonas Rikkonen
b70f6fb3ca
v0.6.1.4
2017-08-09 22:43:31 +03:00