Commit Graph

4640 Commits

Author SHA1 Message Date
Joonas Rikkonen
855891704d Reverted sound loading changes in 2cb0ee73. I don't think sharing the same Sound objects is necessary, because Sounds using the same audio clip already share the same OggSound object which holds the actual audio data. Also I think these changes would cause removing a sound to break other sounds sharing the same audio clip. 2018-01-09 12:16:17 +02:00
Joonas Rikkonen
4b1b6b6927 Merge pull request #188 from Crystalwarrior/moStuff
Motion detectors, ducts, more chem effects and chems, fabricator/deconstructor overhaul, more footsteps, clown hitsounds...
2018-01-09 12:11:15 +02:00
Joonas Rikkonen
662ead0bb4 ToggleHUD console command hides the mp chat box. Closes #208 2018-01-09 11:19:21 +02:00
Joonas Rikkonen
ac704cdaae Mouse clicks have to be <10 pixels apart to be considered a double click. Closes #170 2018-01-09 11:07:37 +02:00
Joonas Rikkonen
7187c277e7 Merge branch 'master' into moStuff 2018-01-09 10:38:06 +02:00
juanjp600
093fb12d0b Fixed typo
How'd I even do this
2018-01-08 18:47:55 -03:00
juanjp600
539845665a Made further accuracy improvements to the timing of the dedicated server
TODO: make the dedicated server load all of the settings from
serversettings.xml
2018-01-08 18:11:07 -03:00
Joonas Rikkonen
1aa654a5a3 Severed joints can't be severed again (fixes severed limbs constantly emitting gore particles at the clients' side due to the constant status update messages) 2018-01-08 16:35:53 +02:00
Joonas Rikkonen
57e189ee65 Fixed GUITextBoxes being selectable outside their MouseRect (e.g. outside the visible area of a listbox). Closes #220 2018-01-08 15:51:58 +02:00
Joonas Rikkonen
78e0647ed3 Fixed submarine & location names not being replaced in the round summary popup 2018-01-08 15:37:22 +02:00
Joonas Rikkonen
778b1a78ad Fixed sub editor crashing when attempting to use illegal characters in the filename. Closes #207 2018-01-08 15:37:01 +02:00
juanjp600
32deb06e51 Fixed crowbar.ogg case-sensitivity errors 2018-01-05 11:07:44 -03:00
Joonas Rikkonen
6f7ca86299 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2018-01-01 15:05:22 +02:00
Joonas Rikkonen
78c13ddb42 Wire selection fixes:
- Fixed MathUtils.LineToPointDistance returning NaN if both points of the line are at the same position, preventing from selecting some wire nodes in the wiring mode.
- Added an indicator that shows when a node is highlighted.
- Wire nodes a higher preference for being highlighted than wire sections. Makes it easier to select nodes that are on top of another wire.

Closes #215
2018-01-01 15:04:53 +02:00
Joonas Rikkonen
79f3f04c3b Fixed Steering components never setting their currPowerConsumption field above zero, making them cause zero load on the electrical grid. 2018-01-01 15:00:12 +02:00
Joonas Rikkonen
99391f68b2 StatusHUD only shows the status of the visible character that the cursor is closest to to prevent multiple characters from cluttering the screen. Closes #185 2018-01-01 14:59:51 +02:00
Joonas Rikkonen
bb987676ca Improved PowerTransfer logic. The PowerTransfer components cache all the connections that are connected to the item (directly or via another item) and only recalculate them when changes are done to the wiring. Signals received by the PowerTransfer component are relayed directly to the recipients instead of stepping through all the wires and junction boxes in between.
Fixes stack overflow exceptions caused by signals looping between junction boxes and improves performance because the layout of the power grid doesn't have to be calculated every frame and the wire connections don't have to be rechecked when sending a signal. Closes #222
2018-01-01 14:59:40 +02:00
Juan Pablo Arce
c2e2f0ca8d Fixed damageshader color parameter being optimized out
color is a parameter for the main function
2017-12-31 19:19:34 -03:00
Juan Pablo Arce
fa09aaa57c Fixed damageshader color parameter being optimized out
color is a parameter for the main function
2017-12-31 19:15:52 -03:00
Juan Pablo Arce
5c2872c1e1 Separate versions of each shader are now more easily available for compilation
TODO: write up some way to share shader code and use platform-specific features
2017-12-31 19:04:04 -03:00
Juan Pablo Arce
959e5dfed1 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2017-12-31 17:45:12 -03:00
Juan Pablo Arce
904052390c Fixed LOS effect on Windows, fixed SharpDX reference, rebuilt damageshader_opengl 2017-12-31 17:45:05 -03:00
Joonas Rikkonen
c77c598cb6 Fixed items being dropped when attempting to place them in an itemcontainer slot that's on a normal inventory slot. Closes #200 2017-12-31 01:59:49 +02:00
Joonas Rikkonen
7d2b701784 GUIMessageBox text overflow fix: the padding of the GUIFrame is taken into account when determining the height of the text, and the messagebox is always automatically resized if the height parameter is not given. 2017-12-30 18:32:27 +02:00
Joonas Rikkonen
343895d776 Console command arguments can be autocompleted by hitting tab. Closes #162 2017-12-30 18:30:55 +02:00
Alex Noir
31350698bf denerfied the clown 2017-12-30 16:01:02 +03:00
Alex Noir
ea3b1b1c7a there's supposed to be 4 clown sounds aaaaaa 2017-12-30 15:30:52 +03:00
Alex Noir
9f727ddbaf Add Morbusanide recipe
Make usecondition default to true so items aren't wasted
2017-12-30 14:53:26 +03:00
Alex Noir
32a2b38112 Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
2017-12-30 13:46:59 +03:00
Joonas Rikkonen
65d6071378 Fixed damageshader ignoring sprite colors. Closes #212 2017-12-30 04:51:39 +02:00
Joonas Rikkonen
6777a039d5 Characters receive damage when crushed between a sub and the level and are gibbed if the impact is hard enough. Closes #186 2017-12-30 02:17:08 +02:00
Joonas Rikkonen
c3c16b53ac Fixed background sprites being rendered in an incorrect order 2017-12-30 02:04:42 +02:00
Joonas Rikkonen
627d6ecd78 Minor UI fixes 2017-12-29 21:09:53 +02:00
Joonas Rikkonen
bcd2582cf9 - More gore particles when severing limbs!
- Explosions can sever limbs even if the target character is dead. Now explosive projectiles can explode creatures into pieces even if the creature dies of the initial projectile impact and not the explosion.
- Disabled blood particles on carriers and fractal guardians.
2017-12-29 21:06:11 +02:00
Joonas Rikkonen
454e0def3b Particle additions:
- Support for subemitters (= particles can emit particles).
- Option to set a different velocity change value for particles in water (can be used to simulate buouancy).
- Fixed drag vector & timer not being reset when initializing a particle.
2017-12-29 20:58:29 +02:00
Alex Noir
2cb0ee73be Adds footstep sound variety, makes diving and clown suits have unique footstep sounds!
https://puu.sh/yQ8fs/61e12f15c6.webm
TODO: Get rid of the "damagesoundtype" system and replace it with simple "tag" checking to allow customizability from content pack side
Fix damagemodifier sounds never being played (I've never once heard LimbArmor play on anything but mantis)
2017-12-29 17:41:18 +03:00
Joonas Rikkonen
a8749f3d87 Fixed characters dragging husks by their tongue when GrabLimb is set to None, removed hardcoded texts from the grab button. Closes #210 2017-12-29 15:51:37 +02:00
Joonas Rikkonen
fe54b75117 Fixed modified structure colors not being cloned. Closes #212 2017-12-29 15:32:08 +02:00
Joonas Rikkonen
4d55e2dd55 Move hard-coded gender pronouns from TextManager to Texts.xml 2017-12-28 21:47:29 +02:00
Joonas Rikkonen
9dd4d21cac Fixed opened and broken doors being ignored during waypoint generation, causing waypoint connections to go through the doors and preventing AI characters from opening them. + Updated waypoints in Aegir Mark III 2017-12-28 20:53:27 +02:00
Joonas Rikkonen
b84c965be3 More AI fixes/improvements:
- AI characters can refuel the reactor when needed.
- AIObjectiveContainItem.CanBeCompleted returns true if the target item cannot be obtained or if the container cannot be reached.
- AI characters only weld leaks that are part of some submarine (i.e. not ruins).
2017-12-28 19:44:48 +02:00
Alex Noir
ed98a6bc0b well jeez who'da thunk it's my sorry ass forgetting to remove the second updateoxygen
Reverted OxygenAvailable values for diving gear + oxygen mask back to -100
Keeping sufforin OxygenAvailable at -10000 tho, that seems like the way to completely cut off any and all oxygen suppliers from acting
2017-12-28 19:28:45 +03:00
Alex Noir
31bef06fd8 Just noticed a new, strange bug happening: https://puu.sh/yPuai/eca2a059e2.webm
Problem is, this should've been happening before even regardless of my changes. So why did it only start happening now? That'll have to be looked into.
The reason why it should be happening in theory is that in character's UpdateOxygen method, it takes hull oxygen and OxygenAvailable. If OxygenAvailable was 0, it'd take the hull, which would likely be 100. If OxygenAvailable was -100, it would take the hull, which would make OxygenAvaialbe 0.
However, it seems like something happened and instead of setting the property it now decreases it, and I don't know why? In theory it should SET OxygenAvailable to -100 but it seems like its performing a substraction now.

Adds tags to all duration/delay status effects
Chloromydride buffed slightly to counteract crit damage as well so it truly stabilizes you
Sufforin now affects your available oxygen too by setting it to -10000 to prevent diving suits/oxygen masks/etc. counteracting it.
2017-12-28 19:11:46 +03:00
Alex Noir
00704e141b i cant syntax 2017-12-28 17:55:28 +03:00
Alex Noir
0c133ba305 Forgot to list all changes in the latest commit, so here goes:
Allow multiple calls of <Use/> for multiple-use syringes or something
Adds hasstatustag and hastag conditionals, where hastag checks for item tags and hasstatustag checks for active delay/duration status effects w/ matching tags. It's also possible to check for NOT tag e.g. hastag="! morbusine,uranium", which will only be true if there's no morbusine or uranium in the "bloodstream".
Renamed "Amanitin" to "Sufforin" and slightly buffed it
Added "name" and "speciesname" conditionals
Makes bandages heal you slightly if your health is > 50
Adds "Morbusanide", which is a Morbusine antidote.
Calyxanide can hurt NPC husks now
Adds <Cancel all="false"/> which only takes effect if there's a conditional for specified status tags.
2017-12-28 17:49:52 +03:00
Alex Noir
1815062dda Allow multiple calls of <Use/> for repeat-use chemicals or autoinjectors or something 2017-12-28 17:41:44 +03:00
Joonas Rikkonen
d074d3d443 Crew AI fixes:
- Characters can use oxygenite shards (or any other item with an "oxygensource" tag) in diving suits/masks.
- AIObjectiveFindDivingGear doesn't count as being completed if the character has diving gear in their inventory unless the character has equipped the gear.
- AIObjectiveGetItem doesn't count as being completed if equipping the target item is required and the character hasn't equipped it yet.
2017-12-28 12:53:23 +02:00
Joonas Rikkonen
ccda925623 Fixed order option buttons ("power up", "fire at will", etc) not working in the crew commander menu due to being outside their parent GUIComponent 2017-12-28 12:47:48 +02:00
Alex Noir
741e26251d Gets rid of coroutine spam by turning Duration into its own DurationListElement similar to how Delays were handled.
Added tags to Status Effects, which also allows for fancy stuff like checking for tags over duration elements for more interesting interactions.
Adds "stackable" variable which dictates whether or not the same duration/delay effect can be applied to the same target(s) at the same time. This is a bit imperfect at the moment.
Adds Chloromydride which is a non-stackable chem stabilizing critical health which stops its effects once the health is stabilized.

TODO: Remove target from Targets if he already has it, and if targets becomes empty, return;
TODO: Conditional tag-checking and status effect tag-checking, plus more "special" checks like SpeciesName and other non-serialized options.
TODO: StatusEffect Cancel component to stop delayed/duration effects
2017-12-28 13:21:32 +03:00
Alex Noir
e405c93581 Fix up conditionals
Make Calyxanide only cure non-turned humans and hurt turned player husks
Make husk eggs not stack infection with more injections
TODO: Allow conditionals to check for non-serialized properties like SpeciesName for absolute POWER
2017-12-27 23:18:59 +03:00