Regalis
cd0da235a2
Swimming anim fix: legs are forced back to their correct position if the thighs are bent too close to the torso (should fix characters swimming with their legs extended up over their shoulders)
2017-03-19 19:49:59 +02:00
Regalis
c9f09031de
Re-enabled anchoring main limb to the collider when a remote player is unconscious (otherwise only the position of the collider will be synced, and the ragdoll won't follow it)
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+ stunned characters can't send position updates
2017-02-25 18:06:43 +02:00
Regalis
bf3fa804df
Fixed ragdolls accumulating a large movement value while being dragged (backported from commit a21d8d7)
2017-02-25 16:40:52 +02:00
Regalis
a5e56f7d4d
Hacky fix for monsters getting lodged inside the sub due to tunneling
2017-02-17 19:28:16 +02:00
Regalis
99cf438ed7
The lowest point of a character collider is calculated from its AABB (works correctly now even if the collider is rotated, allowing prone characters to be dragged through stairs), dragged characters collide with stairs when climbing up, the AI of unconscious or stunned characters isn't updated
2017-02-17 19:27:54 +02:00
Regalis
12b7290bad
Fixed Ragdoll.HeadInWater not being set to true if the character is inside a water-filled hull but the head is outside the sub, HUDProgressBars aren't created when a non-controlled character repairs something
2016-12-28 20:00:40 +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
311f388358
Limbs with no sprite don't cause the game to crash anymore, lightsources attached to a limb are drawn at the interpolated position (= DrawPosition) of the limb, lightTexture origin is flipped on the X-axis when parent limb flips
2016-12-17 14:24:54 +02:00
Regalis
3eec463f5e
Anim tweaking, simplified (+ non-broken) water drag logic
2016-12-09 15:02:48 +02:00
Regalis
d95acec6a2
v0.5.4.1 + regenerated waypoints in vanilla subs & FishAnim tweaking
2016-12-04 19:21:17 +02:00
Regalis
9d1d64901a
Pathfinding fixes:
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- determining if a character is close enough to a waypoint works now, even if the character is too short for its collider to overlap with the wp (e.g. crawlers)
- enemies can drop down from platforms
- an extra waypoint is placed at the middle of stairs to prevent characters from choosing a waypoint on a platform above the stairs as the starting point of their path
2016-11-23 22:20:44 +02:00
juanjp600
7a3bce3973
Hull volume helper in editor + Character name matches client name + Better-looking Watcher light source
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Also '' is a thing of the past, use \" instead
2016-11-20 18:47:22 -03:00
Regalis
6ca605aa57
Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
2016-11-18 18:48:10 +02:00
Regalis
8c90fd1774
Doors push colliders away when closing, small human standing anim tweak
2016-11-18 18:47:58 +02:00
juanjp600
a4ebb116c0
Fixed falling damage
2016-11-17 15:35:15 -03:00
Regalis
a4f00310dc
"Floor check" raycasts ignore platforms/stairs based on the bottom pos of the collider instead of the lowest limb, fixed IndoorsSteeringManager node diff checks
2016-11-17 20:00:03 +02:00
Regalis
089b0dbcee
Water slows down players based on the depth of the water relative to the bottom of the collider
2016-11-17 19:16:30 +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
c25ea7c75f
Fixed collider not taking previous Submarine value on index change
2016-11-16 22:06:10 -03:00
juanjp600
b68be44864
Fixed ragdoll position not being offset on ladder
2016-11-16 21:44:08 -03:00
juanjp600
fac0c850a5
Changes to collider behavior
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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
juanjp600
d2c17274fe
GUI elements now respect render order + some minor distance comparison optimization
2016-11-15 22:26:36 -03:00
Regalis
335bf00890
Entity removal fixes
2016-11-14 17:52:26 +02:00
Regalis
f259f3fba4
Limiting character movement when collider isn't upright (can't run at full speed if lodged in some tight space), hack-ish way of moving the collider of a character that's being dragged
2016-11-07 18:52:36 +02:00
Regalis
de3966ae95
- character colliders stay enabled when the character is unconscious/stunned (prevents getting stuck inside walls when the collider is re-enabled)
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- can't climb over obstacles if the contact point is above the center of the character collider
- higher "obstacle climbing velocity"
- limiting collider velocity when dragging another character
2016-11-06 18:56:03 +02:00
Regalis
a32198ff80
v0.5.3.1
2016-11-04 16:27:53 +02:00
Regalis
95937694f4
Colliders can "climb" over small obstacles
2016-11-02 17:14:57 +02:00
Regalis
1b818b6422
Fixed timestep logic is disabled during loading (less choppy loading screens & no pause at the start of the game), damageable structures visible in LOS again, footstep sound tweaking
2016-11-01 19:05:09 +02:00
Regalis
eb2c51c2f1
Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method)
2016-10-31 20:50:20 +02:00
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
7e20d7a17a
Timing.Alpha isn't updated if accumulator < step, using interpolated positions to draw lightsources & ragdoll/ai debug info (-> no twitching when the sub is moving)
2016-10-11 16:34:59 +03:00
Regalis
d4e9116b0f
Audio channel states visible in debug view + some sound fixes:
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- a short "cooldown" after each footstep sound (prevents the sound playing multiple times during one footstep)
- water flow sounds are only played by one of the hulls a gap is between
- flow rate affects the range of the flow sound
2016-10-09 20:11:08 +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
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
94cec67a2b
Characters that aren't inside a hull or can't enter subs won't attempt to play a walking animation
2016-09-07 20:18:52 +03:00
Regalis
3b394976e4
A new monster, some changes to fish animation logic (creatures don't need to have a head, more pronounced swimming movement, option to select the position where steering forces are applied)
2016-09-04 19:18:44 +03:00
Regalis
2c5d272acd
- special death messages for husk infections
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- fixed husk infections not being removed from clients
- more accurate bleeding indicators
- humanoid standing anim tweaking
2016-08-28 20:22:45 +03:00
Regalis
e2885a912d
Husk infections, manually attacking when controlling a creature
2016-08-28 16:16:02 +03:00
Regalis
d476ebdc8d
Fixed letting go of dragged character when entering/exiting the sub, fixed spawnitems not being visible in the job info window
2016-08-22 16:49:43 +03:00
Regalis
66df9c1dd0
Reverted the Ragdoll.SetPosition changes done in commit 6993318, won't work when standing partially through a platform
2016-08-13 18:31:55 +03:00
Regalis
69933188d6
Ragdoll.SetPosition takes platforms into account if the character isn't ignoring platforms (i.e. forcing a character on top of a platform won't make it fall through it), reaching the top/bottom of a ladder won't make networkplayers fall off, server ignores position updates from dead/unconscious characters, smaller ResetRagdollDistance
2016-08-10 19:16:18 +03:00
Regalis
1a0451d0a8
- items can be equipped/unequipped by double clicking
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- items inside the respawn shuttle
- using the teleport method when moving a character into or out from a sub
- removing dropped items from the respawn shuttle when respawning
2016-07-29 22:25:48 +03:00
Regalis
a5111d33df
Tons of AI + pathfinding bugfixes:
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- waypoints are created between docked subs and removed when they undock
- fixed start waypoint being left out of steering paths
- NPCs won't close doors/hatches on themselves
- NPCs won't let go of ladders until their feet are above the lower edge of the hull
- fixed FindDivingGear "loops": need to find a suit -> need to get to a suit -> need a suit to get to the suit -> need to find a suit...
- fixed characters constantly turning from side to side in small rooms
- recursive function for finding the button which opens a door (so a button doesn't have to be connected straight to a door for an NPC to be able to open it)
- AIObjectiveGetItem keeps searching for more suitable items even if a path to a matching item has been found
2016-07-08 20:53:11 +03:00
Regalis
cd3ecd36e8
Merge branch 'multisub'
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Conflicts:
.gitignore
Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
Subsurface/Source/Items/Components/Holdable/RepairTool.cs
Subsurface_Solution.v12.suo
2016-07-04 17:42:31 +03:00
Regalis
34c6569313
Server can inflict impact damage on clients, character oxygen level syncing bugfix, hulls send a networkevent when oxygen level changes by >=5%, limb velocities aren't reset when receiving a network update
2016-06-29 17:26:26 +03:00
Regalis
38c5251005
Vertical docking port, docking sounds, water flows properly between horizontally docked hulls, falseoutput of signal check components can be changed, lighting and FOW works between hulls (todo: some logic for determining when to update light.HullsInRange when two subs are moving relative to each other)
2016-06-27 17:48:20 +03:00
Regalis
b04e204dc3
- multiple submarines can be "merged" into one file (to be used as escape vessels etc)
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- WIP docking ports
2016-06-26 14:31:00 +03:00