juanjp600
e1296e4a8e
Backported vsync changes from new-netcode, WIP hull visibility culling
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The hull culling functions are there, they just aren't being used right now because there are some annoying bugs.
2016-10-02 22:24:31 -03:00
juanjp600
75e7b3a94e
Merged branch master into combat-mission
2016-10-01 20:10:38 -03:00
juanjp600
bdcd894b83
Flipping sprites of staircases & engine
2016-10-01 16:41:16 -03:00
juanjp600
d7047c0df8
Merged branch combat-mission into combat-mission
2016-09-30 15:45:55 -03:00
juanjp600
4c7e8fe57d
Character name scale based on zoom
2016-09-30 15:45:09 -03:00
Regalis
0fe822c96a
Stair body + linkedsub flipping
2016-09-30 20:07:36 +03:00
Regalis
8e8a0e57f0
Cleaned up the flipping logic a bit, overridable MapEntity.FlipX method
2016-09-30 19:48:56 +03:00
Regalis
0da9f58325
Fixed physics item & wire flipping
2016-09-30 19:00:12 +03:00
juanjp600
f6b82eb095
Some progress on flipping subs
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Press crouch to flip every sub in the map, texture alignment breaks and physics items vanish, but other than that it's working.
2016-09-29 22:20:15 -03:00
Regalis
fe6ef93941
v0.5.2.0
2016-09-29 20:37:11 +03:00
Regalis
c1cb19b940
More suitable tutorial seed + moloch spawn position, moloch nerf
2016-09-29 19:32:14 +03:00
Regalis
25274dd03f
Linux damageshader, fixed keyhits being registered multiple times, added LevelGenerationParams.xml to the vanilla content package
2016-09-29 19:04:45 +03:00
Regalis
cbce785078
- combined the "crew" and "hire" tabs in the SP lobby
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- tooltips that show item descriptions in the store menu
- preventing tooltips from going outside the screen
- medical items can be bought, more expensive railgun/depthcharge shells
2016-09-29 18:59:58 +03:00
Regalis
86c50304dd
- saving after MainSub has been removed (i.e. saving after returning to map screen) doesn't break save files anymore
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- fixed subs getting left behind if the sub moves too far from the start/end position during the ending cinematic
- map shows which LocationConnections have been passed through
2016-09-28 19:16:50 +03:00
Regalis
c5ce3a75a2
Sp campaign map shows which locations have been visited (+ some minor visual improvements to the map)
2016-09-28 16:53:08 +03:00
juanjp600
e22d8adde5
Red name on enemy players
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To prevent confusion.
2016-09-27 20:06:02 -03:00
juanjp600
fc8eab688d
Merged branch master into new-netcode
2016-09-27 19:45:14 -03:00
juanjp600
71ebbc00d9
Merged branch master into combat-mission
2016-09-27 19:42:35 -03:00
juanjp600
e318034a1a
Remove submarines markers from radar in combat missions
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This should make the mission type a lot more fun.
2016-09-27 19:42:15 -03:00
Regalis
2bdc7441fc
Merge branch 'level-gen-overhaul'
2016-09-27 20:19:29 +03:00
Regalis
9b15d2f894
Improved background sprite placement logic: orientation of the cell edges determined by their normals instead of their position relative to the cell
2016-09-27 20:18:55 +03:00
Regalis
4e9ea758cb
Team IDs start from 1 (-> monsters don't count as members of the team 0)
2016-09-27 17:55:45 +03:00
Regalis
8f0d16b145
Fixed host's character spawning twice, some cleanup (LINQ <3)
2016-09-27 17:31:26 +03:00
juanjp600
344947c3c4
Search and destroy mission
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Featuring ugly code
2016-09-26 22:09:06 -03:00
juanjp600
ff326bdc00
Fixed project file
2016-09-26 17:12:36 -03:00
juanjp600
0ef813f189
Merge remote-tracking branch 'refs/remotes/barotrauma/master'
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Conflicts:
Subsurface/Barotrauma.csproj
Subsurface/Source/Screens/GameScreen.cs
2016-09-26 17:03:14 -03:00
Regalis
bc5ace4f53
Clients spawn all characters at round start (not just their own), spawnpoints that aren't inside the main sub are ignored when selecting spawnpoints for the clients
2016-09-26 20:02:23 +03:00
Regalis
c402ba208b
Spawning client characters with correct characterinfo
2016-09-26 17:06:20 +03:00
Regalis
790212a20b
Merge branch 'walldamage'
2016-09-26 16:28:52 +03:00
Regalis
e91e0a4f9c
HUDProgressBars move with the subs
2016-09-26 16:26:52 +03:00
juanjp600
02d98f5d29
Merge remote-tracking branch 'refs/remotes/barotrauma/master'
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Conflicts:
Subsurface/Source/Networking/FileStreamReceiver.cs
Subsurface/Source/Networking/FileStreamSender.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Networking/GameServerLogin.cs
Subsurface/Source/Networking/NetworkEvent.cs
Subsurface/Source/Screens/NetLobbyScreen.cs
2016-09-24 21:28:37 -03:00
juanjp600
d537e8795a
Replace '' (two single quotes) with \" (double quote)
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We must correct post-traumatic Blitz disorder
2016-09-24 21:26:08 -03:00
juanjp600
1c58c9323d
Added memPosX/Y
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This will be used on the client's side to compare positions with what the server says.
2016-09-24 18:57:00 -03:00
juanjp600
8cee457ab7
Run syncing + comparison with hexadecimal values
2016-09-24 18:51:42 -03:00
juanjp600
5567dff1c9
Fixed input order execution + Controller direction syncing
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It was a dumb mistake indeed, now the player's movement is a lot less erratic. There's some very minor desync, though I might've just tested it incorrectly.
2016-09-24 18:11:09 -03:00
juanjp600
84ce612d06
Fixed Character.IsKeyHit
2016-09-22 21:29:07 -03:00
juanjp600
44e12ffed2
Basic player input syncing
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There's currently a bug where the inputs might be read out of order or more than once, which leads to desync. I'll feel really dumb when I find what's going on here.
Also, I'm using placeholder player spawning because CharacterInfo doesn't seem to be fully functional yet.
2016-09-22 21:20:46 -03:00
Regalis
ccb50ca28f
Particle start color is initialized correctly, small particle collision fix
2016-09-22 21:24:40 +03:00
Regalis
4d6ebe8374
Some more wall damage sounds
2016-09-22 18:14:36 +03:00
Regalis
0ba69a3472
Using nonpremultiplied alpha when drawing damaged wall sections (-> no artifacts around windows anymore), particle collision optimization
2016-09-22 18:14:16 +03:00
juanjp600
edab86f730
Character freezing + Misc fixes
2016-09-21 16:46:12 -03:00
juanjp600
3314c8501c
Merged branch master into new-netcode
2016-09-21 14:30:49 -03:00
Regalis
f21000124b
0.5 sec delay when switching from swimming to walking or vice versa (prevents rapid switches between swimming/walking if the water level is fluctuating around the minimum swimming depth)
2016-09-21 20:14:24 +03:00
Regalis
721f4ff5a6
Particle system improvements:
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- particles can collide with the outer walls of the sub
- drag + waterdrag parameters
- fixed particles "twitching" when the submarine is moving fast
- submarine velocity only affects the initial velocity of the particles (i.e. accelerating the sub doesn't automatically accelerate them)
2016-09-21 19:45:20 +03:00
Regalis
b01b52172a
Topwindow sprite fix, fixed null reference exception when welding/cutting walls that aren't part of a sub
2016-09-21 19:39:00 +03:00
juanjp600
af1a22f36c
Merged branch master into new-netcode
2016-09-21 13:35:24 -03:00
juanjp600
eaf6e25b0e
Sharper cursor
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Minor detail
2016-09-21 13:34:38 -03:00
Regalis
96a61ab2ea
HUDProgressBars are drawn over the LOS effect, progressbar not displayed when attempting to weld/cut platforms
2016-09-20 19:36:58 +03:00
Regalis
5918e845ac
Progress bars that show the health of wall sections when welding/cutting
2016-09-20 18:40:30 +03:00
juanjp600
f3fbbb8aec
Fixed bug with GUIComponent children changing order in parent's list
2016-09-19 22:02:00 -03:00