Commit Graph

81 Commits

Author SHA1 Message Date
Regalis
e9e4e5f9d3 Level cells that overlap with ruins are removed during level generation (instead of just disabling collisions with them), background sprites can spawn on ruin walls 2017-03-23 18:13:28 +02:00
Regalis
9a69126b1c Fixed OnMapLoaded not being called on MapEntities that don't belong to any sub (due to this, gaps weren't created on doors in alien ruins until the game starts running, which occasionally caused entity ID mismatches between clients and the server), changelog update 2016-12-31 13:26:50 +02:00
Regalis
a2f19a3b16 The size of the docked subs is taken into account when generating the level 2016-12-13 23:21:47 +02:00
Regalis
2ef7c2f996 Preventing ruins from spanning above the top of the level 2016-12-13 23:14:41 +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
fada49d277 Level generation fix: voronoiCell collision is disabled if any of it's edges intersects with any part of an alien ruin
+ SalvageMission attempts to place artifacts in artifact holders
2016-12-01 16:14:24 +02:00
Regalis
e39ab10a71 Level generation fixes 2016-11-23 17:52:23 +02:00
Regalis
642a1bdd54 Disabled the "infinite walls" at the edges of the level (don't work correctly with multiple subs), the barrier at the top of the level can't be passed through when outside the borders of the level 2016-11-15 19:56:00 +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
bbec3d64dc Amount of ambient light decreases when going deeper, closest sub can be moved with IJKL 2016-10-11 18:23:25 +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
e720fa366c Timing.Alpha isn't updated when the game is paused (-> no "twitching" when the pause menu is open), moved water scrolling and surface lerping from draw method to update 2016-10-09 15:12:57 +03:00
Regalis
16ee20aaaa whoops 2016-10-06 21:26:20 +03:00
Regalis
70b8bf1937 Preventing monsters from spawning too close to any sub (not just the main sub) 2016-10-06 21:17:33 +03:00
Regalis
7f543c394a More background sprites again, sprite commonness can vary between different level types 2016-09-14 19:54:03 +03:00
Regalis
eae854abbc More background sprites (+ some sprites swing slightly, sprites are less likely to be placed in unreachable places) 2016-09-13 21:23:37 +03:00
Regalis
fa15428ed2 The entrances and exits of the levels have more variety (not always a straight vertical tunnel) 2016-09-13 18:55:20 +03:00
Regalis
c6105afc80 A separate class for parameters used by the level generator, different "level types" with configurable parameters 2016-09-12 20:48:43 +03:00
Regalis
d884f23a72 v5.1.3: the upper border of the level is one continuous body instead of two separate bodies at the entrance and exit 2016-09-07 15:18:01 +03:00
Regalis
503883a885 Artifacts are spread out better throughout the levels 2016-08-28 20:28:24 +03:00
Regalis
581a7d5d9f Highlighted items glow in the dark, health bars are hidden when health is full, usernames and health bars are drawn at full brightness 2016-07-31 19:13:08 +03:00
Regalis
296c5a14ed - host can respawn
- respawn info texts
- camera clamped to the the upper edge of the level
- fixed submarinebody being generated from all walls (and not just the ones belonging to that specific sub)
2016-06-23 18:23:20 +03:00
Regalis
7349cdd310 Progress (compiles now) 2016-06-09 22:15:50 +03:00
Regalis
1828198abf More descriptive coroutine exception error messages, more null checks in Level.Unload 2016-05-30 18:33:46 +03:00
Regalis
a9ceaeb8ec - fixed ruin doors being placed outside corridors if the corridor passes through multiple rooms
- fog of war isn't drawn or updated when not controlling a character
- fixed topmost cells in the level not being placed in the cellgrid array, causing them to be ignored when enlarging the main path for the sub
- fixed slices of the diving suit sprite "bleeding" into the torso sprite
2016-05-10 18:46:42 +03:00
Regalis
ef05650c01 Motion sensor component, ruins have doors and hatches with randomly placed motion sensors that close them automatically 2016-05-07 09:09:30 +03:00
Regalis
3114006d86 Alien ruins, some new alien items and a new monster 2016-05-01 18:46:17 +03:00
Regalis
8c19adeb5e Some more randomness in level generation, info message about the radio command in mp 2016-04-23 17:32:52 +03:00
Regalis
188220c464 A "suicide button" which can be used if the character is unconscious and the player doesn't want to wait for help, fixed submarine staying loaded when clicking the "load previous" button mid-round, main path waypoint generation bugfix 2016-04-20 17:22:22 +03:00
Regalis
17d499d70a - clients only apply OnImpact statuseffects on items when the server says so
- fixed characters occasionally teleporting partially inside walls in mp
- made it easier to drag characters while swimming
2016-04-16 21:00:21 +03:00
Regalis
204d1333d1 Merge branch 'master' of https://bitbucket.org/Regalis11/barotrauma 2016-04-16 15:36:10 +03:00
Regalis
31a04c7bc1 Cargo missions, a menu that shows the mission description mid-round 2016-04-16 15:36:01 +03:00
Regalis11
f9d64ea5c4 Some more commenting & cleanup 2016-04-10 21:03:40 +03:00
Regalis
c6df095a8b Narrow caves in levels, more background sprites 2016-04-10 10:57:38 +03:00
Regalis
39c9c78266 - level generation refactoring: moved most of the generation logic to a static GaveGenerator class + some minor cleanup
- WIP method for splitting the voronoi cells to smaller ones and carving a small cave through them
2016-04-02 16:03:41 +03:00
Regalis
ae4e4d8f34 - wiring tool bugfixes
- new oxygen and welding fuel tank sprites
- more reliable method of checking that the sub can pass through the level
- moved the name of the highlighted item to the bottom of the screen
2016-03-11 19:12:07 +02:00
Regalis
6deab579a1 - fixed level generation algorithm placing waypoints at unreachable positions
- changes to drowning/suffocation logic (oxygen-value drops/rises at a fixed rate depending on whether there's enough oxygen available, instead of effects "stacking")
2016-03-09 16:57:11 +02:00
Regalis
619390ab72 Water dustparticle fixes, random variation in background color, submarine is automatically moved to origo when loading, configuring a fabricable item with no material requirements doesn't throw an error, AI characters can't open doors if in handcuffs, engines can be picked through doors 2016-02-20 18:24:38 +02:00
Regalis
8672a47a12 Taking structure offset from origin into account when spawning the sub, repairtool automatically targets last section if welding the second-to-last 2016-02-20 14:12:04 +02:00
Regalis
ea6824a60d Disable aiming with holdable items when using a (railgun) controller, syncing ViewTargetID properly between clients, dropping connected wires when a button is picked up, placing large InterestingPositions on the main path through the level 2016-02-13 23:26:50 +02:00
Regalis
08f1d05507 Fuel rods can't be turned back to uranium/incendium if they've already been used, fixed level generation breaking with smaller subs 2016-02-13 13:09:27 +02:00
Regalis
c6f52cc68f Voting for round to end, level generation improvements 2016-02-12 19:39:24 +02:00
Regalis
4f54e04c8c Improved level generation algorithm, fixed invisible hulls, turret projectile fix, fabricators work in mp 2016-02-11 21:37:37 +02:00
Regalis
5a38c4b1ef Disposing wrappingwall vertex buffers 2016-02-10 19:21:56 +02:00
Regalis
218b14d4bb Climbing walls with diving suit equipped, fixed weird animations when climbing with an item in hand 2016-01-21 17:38:31 +02:00
Regalis
75b8e44d3c Fixed wrappingwalls, fixed Level.GetCells returning the same cell multiple times, placing backgroundsprites based on level seed 2016-01-20 23:26:41 +02:00
Regalis
0fc085c86d Item UI replacements, fabricator bugfix, randomly spawning artifacts, AI can fix leaks, LimbAttacks do damage once (not each frame for the duration of the attack) 2016-01-14 21:06:08 +02:00
Regalis
17f3ec7301 Fabricator, deconstructor, itemspawner & itemremover syncing, fixed placing hulls in editor, misc cleanup 2016-01-10 17:10:22 +02:00
Regalis11
064e2eadd0 Round end cinematic, CoroutineManager deltatime 2015-12-26 19:33:23 +02:00
Regalis11
2ff8643c02 Optimization: FindHull spatial hashing, itemcomponent sounds in a dictionary, got rid of Item.Updated, rendering fixes, disposing shadow vertex buffers 2015-12-21 11:01:35 +02:00