Regalis
ede3f1c393
Removed old fonts
2017-03-09 20:09:34 +02:00
Regalis
be72a04d90
Switched to the pro version of Code Bold
2017-03-09 20:04:33 +02:00
juanjp600
49b440208c
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2017-03-07 13:44:52 -03:00
juanjp600
d6c292a2cc
SharpFont + ScalableFont implementation
...
https://github.com/Robmaister/SharpFont
TODO: replace Code Bold.otf with the full version, fix any bugs, build on Linux, possibly move ToolBox string wrapping and limiting logic to ScalableFont class for better results.
2017-03-07 13:44:42 -03:00
Regalis
10794a5e2c
Added z position to background sprites
2017-03-06 18:38:38 +02:00
juanjp600
f2db3c6b20
Merge remote-tracking branch 'barotrauma/master' into lighting-optimization
2017-03-01 15:02:23 -03:00
Regalis
708a67caeb
Switched to fonts that support the cyrillic alphabet
2017-03-01 19:31:26 +02:00
juanjp600
1f607c2018
Made windowed door's shadow match the sprite more closely
2017-03-01 13:43:00 -03:00
Regalis
5006a9af6c
New fonts, loading progress doesn't stay stuck at 70% during SoundPlayer initialization
2017-02-22 23:31:36 +02:00
Regalis
27e74490a0
New wire sprite and switched the body from circle to capsule, tweaked physicsbody position lerping logic (catches up with the server faster)
2017-02-22 22:02:33 +02:00
juanjp600
6f821874a1
Fixed Scorpion + Fixed chat when controlling monsters + Shameless plug ;)
2017-02-21 13:58:30 -03:00
Regalis
b375422c4e
"Undertow games" splashscreen
2017-02-05 18:41:49 +02:00
Regalis
49d4108eeb
Fixed character colliders sinking/floating away when using a railgun controller underwater
2016-12-28 19:56:52 +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
ede1dd58a0
New enemy (concept & sounds by Omniary)
2016-12-17 15:17:09 +02:00
Regalis
b01b38da68
Bunch of new sounds by Omniary, some charactersound & soundplayer refactoring
2016-12-15 21:42:15 +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
bf88e2b8de
ItemComponent HUD isn't drawn for ItemComponents that can't be selected
2016-12-01 16:11:29 +02:00
Regalis
12f98268b5
Increased character visibility range (how far monsters can see characters from), enemies manually steer towards their target if their steering path is finished or unreachable, mantis tweaking
2016-11-24 19:17:49 +02:00
Regalis
82aa43cda3
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2016-11-21 16:31:54 +02:00
Regalis
50d706c67b
- changed how PowerContainers determine how much power to provide to the grid, batteries can now match the load of the grid
...
- light-emitting alien structures that hold the artifacts instead of just having the artifacts lay on the floor (can also be used for turning artifacts into power sources if installed in a sub)
2016-11-21 16:28:30 +02:00
juanjp600
7a3bce3973
Hull volume helper in editor + Character name matches client name + Better-looking Watcher light source
...
Also '' is a thing of the past, use \" instead
2016-11-20 18:47:22 -03:00
Regalis
8c90fd1774
Doors push colliders away when closing, small human standing anim tweak
2016-11-18 18:47:58 +02:00
Regalis
bded421366
Added colliderHeightFromFloor to a few places I missed, some more human collider tweaking, correcting collider y position faster
2016-11-17 19:06:12 +02:00
Regalis
adece20072
Collider height from floor can be changed in the xml files, moved human collider a bit higher to allow climbing over roughly waist-high obstacles
2016-11-17 18:06:43 +02:00
juanjp600
fac0c850a5
Changes to collider behavior
...
The collider now levitates above the ground, which makes small obstacles a non-issue. The raytest also helps the collider stick to staircases, so players don't jump off anymore.
Crouching now changes the collider to a smaller version, so now there is actual functionality to crouching.
I also removed the anchor from corpses of network players. I'm not entirely sure why this was done, but removing it doesn't seem to break anything.
2016-11-16 21:30:49 -03:00
Regalis
f3bea2702b
TigerThresher -> Tigerthresher
2016-11-09 20:00:31 +02:00
Regalis
1dc08b3019
Added collider to humanhusk.xml, disabled the "zoom effect" when under pressure as a huskified human
2016-11-08 20:15:59 +02:00
Regalis
8c3c6355a4
Larger coelanth collider, increased charybdis' attack range
2016-11-07 18:47:40 +02:00
Regalis
5cc605bc01
Dust particles are drawn in the same batch as the background sprites (-> far-away particles are rendered behind the sprites), limiting character name length in the crew info menu, the "submarine not found in your folder" -tooltip is updated after downloading a sub file
2016-10-29 15:38:40 +03:00
Regalis
72178d4b1f
Fabricator UI shows item descriptions and items that can't be fabricated are grayed out, added a couple of new fabricable items
2016-10-28 19:47:45 +03:00
Regalis
81ed90abf4
Fixed a bunch of items being rendered over water
2016-10-27 21:13:24 +03:00
Regalis
29ad3d2555
Removed limb impact tolerances from creature configs & added ragdoll-specific impact tolerance
2016-10-26 20:20:42 +03:00
Regalis
07f8c966ab
Submarine position is synced using the same logic as the characters, AICharacter position syncing
2016-10-25 19:01:19 +03:00
Regalis
641e579e92
Backported animcontroller-overhaul
2016-10-22 15:18:16 +03:00
Regalis
c034e3ed00
Added some emergency lights to vanilla subs
2016-10-12 16:15:13 +03:00
Regalis
9540972db4
Added a near-indestructible ruin wall variant that has a higher chance of being used in rooms further away from the ruin entrance
2016-10-11 22:46:24 +03:00
Regalis
f9017d3cf9
User-controlled monsters can damage structures from outside the sub
2016-10-11 21:11:06 +03:00
Regalis
d8476d9371
Hull-specific ambient lighting: light sources increase the amount of ambient light in rooms and the light can spread to adjacent rooms through gaps. Allows making the default ambient light much darker without making shadows look too dark in fully lit subs.
2016-10-10 21:13:22 +03:00
Regalis
f4c5c5e542
Added a particle trail to railgun shells
2016-10-09 15:13:41 +03:00
Regalis
0ea9600198
Team-specific combat mission descriptions + deepest lore
2016-10-06 19:55:26 +03:00
Regalis
5e88d91cb8
Fixed mutliplayer-only missions being taken into account in the eventprobability calculation even in single player mode, which missions are sp/mp-only is determined in the mission config files
2016-10-06 15:32:38 +03:00
Regalis
3ec6f008d5
Item/structure sprites flip by default
2016-10-03 16:43:03 +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
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
...
- 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
juanjp600
71ebbc00d9
Merged branch master into combat-mission
2016-09-27 19:42:35 -03:00
Regalis
2bdc7441fc
Merge branch 'level-gen-overhaul'
2016-09-27 20:19:29 +03:00