Joonas Rikkonen
ec020f43d3
Fixed creatures seeking towards an incorrect position when trying to eat something (causing larger creatures like threshers and coelanths to swim around the target without ever reaching it), extra check for removed entities in AITarget
2017-11-01 20:58:37 +02:00
Joonas Rikkonen
69d0fac69d
Made the damage range of limb attacks configurable (instead of having it always be half of the distance at which the attack activates) and tweaked the damage ranges of all the creature attacks
2017-11-01 20:42:25 +02:00
Joonas Rikkonen
f8258450a1
Merge branch 'master' of https://github.com/Regalis11/barotrauma
2017-10-19 00:02:30 +03:00
Joonas Rikkonen
1f92e31166
HumanAIController calculates the "dangerousness" of an enemy based on the largest amount of damage received from it (assuming it's larger than the attack values of the enemy's limbs). Meaning that an enemy that inflicted lots of damage to the character using items is considered dangerous even if it has no attacks assigned to it's limbs.
2017-10-19 00:01:34 +03:00
Joonas Rikkonen
87e9936c60
Captains spawn with a revolver and 2 rounds, heavier harpoon gun recoil & impulse when the spear hits someone.
2017-10-18 23:59:36 +03:00
Joonas Rikkonen
6bfca5f7fe
- Hitscan projectiles, projectiles can be set to disappear after hitting something.
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- Option to adjust ranged weapon spread (separate values for "normal spread" and when being used by an unskilled character).
- Option to disable explosion flashes.
2017-10-18 23:48:25 +03:00
juanjp600
b5ede1ce8e
Merge branch 'master' of https://github.com/Regalis11/Barotrauma
2017-10-16 22:53:59 -03:00
juanjp600
dd2c7661e3
Reverted back to Reach profile, changed damageshader shader model to match other shaders
2017-10-16 22:53:35 -03:00
Joonas Rikkonen
142920d704
- Added sprites for damaged doors.
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- Fixed destroyed doors being impossible to repair because the repair tool raycasts wouldn't hit the disabled body of the door.
- Destroyed doors don't cast shadows and the body isn't re-enabled until the door is restored to 50% health.
2017-10-12 19:45:49 +03:00
juanjp600
3a67418985
Minor optimizations + Potential bugfixes
2017-10-11 22:52:13 -03:00
Joonas Rikkonen
f46dc5da28
Water flow logic tweaking:
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- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.
+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
2017-10-10 21:07:45 +03:00
Joonas Rikkonen
c444186426
Updated client project (ShiftSummary -> RoundSummary), removed unused drowningtime variable
2017-10-05 21:35:57 +03:00
Joonas Rikkonen
f8dfba91b8
Capped oscillator frequency to 240 Hz to prevent players from causing performance issues by setting it to an excessively high value
2017-10-05 21:19:23 +03:00
Joonas Rikkonen
57667b3169
Fixed removed (e.g. eaten) characters not appearing in the round summary, but still spawning during the next round
2017-10-05 21:18:01 +03:00
Joonas Rikkonen
a740bf9a56
Added oscillators (a signal component that sends out a periodic pulse, sine wave or a square wave)
2017-10-04 20:18:01 +03:00
Joonas Rikkonen
3aaf5cbae2
ObjectProperties support enums, added a dropdown for enum properties to item editing UI.
2017-10-04 20:07:57 +03:00
Joonas Rikkonen
1ff2054ca8
Converted the GetAttribute methods in the ToolBox class to extension methods
2017-10-04 18:38:40 +03:00
Joonas Rikkonen
6c7c97a875
Replaced the placeholder C4, detonator & grenade sprites
2017-09-28 19:00:59 +03:00
Joonas Rikkonen
f127c410b0
Option for clients to spectate the game without respawning
2017-09-25 21:31:21 +03:00
Joonas Rikkonen
5eb1544f1e
Clients can be given a permission to select the sub or the game mode
2017-09-24 17:11:10 +03:00
Joonas Rikkonen
04b0c63f30
Campaign mode can't be voted for. The host has to manually create/select the campaign save, so switching to the campaign mode when the host isn't present would cause problems.
2017-09-24 13:41:54 +03:00
Joonas Rikkonen
5a4bc0242d
Voting UI fixes:
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- The vote count texts are removed when voting is disabled.
- Server sends vote status to joining clients (-> clients see the number of votes immediately, not after someone votes something).
- Server refreshes vote count texts when a client disconnects.
2017-09-21 20:37:30 +03:00
Joonas Rikkonen
8c3c689596
- Fixed creatures being able to sever non-severable limb joints (which caused syncing issues when the waist->torso joint of a humanoid was severed).
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- The server creates an entity event when a joint is severed.
- Made joints severable by default.
2017-09-21 17:50:24 +03:00
Joonas Rikkonen
dd86b5745a
- The server doesn't disable client-controlled AI characters that are far from all other players.
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- Clients aren't allowed to flip swimming FishAnimControllers unless the server says so (occasionally caused creatures to flip around constantly because the clients ignore the 1-second "flipping cooldown").
- Moved Character.ReadStatus to the client project.
2017-09-21 17:44:52 +03:00
Joonas Rikkonen
f291a22976
- Autorestart works in campaign mode.
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- The server select a random destination when the campaign starts and after each round, so the campaign can be played even if there's no host/client to choose the destinations. (TODO: make it possible to vote for the destination?)
- Reverting to the previous save if the entire crew is dead works correctly now.
- Clients load the campaign saves after receiving them (-> discovered locations/connections are synced with clients).
2017-09-19 22:05:42 +03:00
Joonas Rikkonen
e26600d088
Added MP campaign setup to the dedicated server & some console commands for managing the campaign
2017-09-17 20:03:18 +03:00
Joonas Rikkonen
9114ae658f
- Modified item buying logic: selected items are purchased immediately without having to click the "buy" button, and they stay in the list of purchased items until the round is started. (-> It's possible to see which items have been purchased and cancel purchases).
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- Clients can be given a permission to manage the campaign (atm selecting which location to head towards and buying items).
- Syncing cargomanager state with clients.
- Misc fixes.
2017-09-17 15:55:24 +03:00
Joonas Rikkonen
b292a301cf
MP campaign additions/fixes:
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- Store tab & cargo spawning
- Sub & shuttle lists and level seed box are disabled when a campaign is active.
- Campaign UI is recreated if a new campaign is started while another one is active.
2017-09-16 19:16:56 +03:00
Joonas Rikkonen
348d81a66f
MP campaign fixes
2017-09-13 20:34:10 +03:00
Joonas Rikkonen
8949871f00
Saving fix
2017-09-11 21:37:28 +03:00
Joonas Rikkonen
63bca3c7ea
Syncing campaign state & save files with clients (WIP)
2017-09-11 21:32:48 +03:00
Joonas Rikkonen
51cfef214c
BackgroundSpriteManager uses RandSync.Server because the server also generates background sprites now
2017-09-11 21:31:21 +03:00
Joonas Rikkonen
1311a286f5
Added battery recharge docks, moved applying OnActive statuseffects to the Powered itemcomponent, removed smoke particles from stun baton hit effect
2017-09-03 16:57:32 +03:00
Joonas Rikkonen
7625d04807
Fixed exceptions during level generation if two tunnel nodes happen to be placed at the same position
2017-09-03 13:11:53 +03:00
Joonas Rikkonen
3feee93c53
Campaign saving fixes
2017-09-03 13:08:10 +03:00
Joonas Rikkonen
1e41abadd1
Submarine.PickBody & CheckVisibility ignore sensors
2017-09-03 13:07:20 +03:00
Joonas Rikkonen
c1f5e3cbda
Progress on multiplayer campaign:
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- Moved SaveUtils to the shared project.
- Moved the "new game"/"load game" menu logic to a separate class.
- Somewhat functional campaign UI in the server lobby (only the map view is usable atm though).
2017-08-31 18:53:37 +03:00
Joonas Rikkonen
c7ae91da42
Added "state_out" connections to relay components
2017-08-31 16:45:04 +03:00
Joonas Rikkonen
96a64d45dc
Moved MapEntity saving methods to the shared project (the server needs to be able to save subs in the campaign mode)
2017-08-30 18:09:48 +03:00
Joonas Rikkonen
dc3b9baa0d
Moved campaign UI logic from LobbyScreen to a separate class
2017-08-29 19:32:14 +03:00
Joonas Rikkonen
a75fd12020
Started moving single player campaign logic to an abstract CampaignMode class to make it reusable in the eventual multiplayer campaign
2017-08-28 20:19:21 +03:00
Joonas Rikkonen
729108c7b9
Replaced usages of "shift" with "round" for consistency
2017-08-28 17:59:08 +03:00
Joonas Rikkonen
736de25e6c
Fixed RangedWeapon launching projectiles in an incorrect rotation
2017-08-27 18:45:14 +03:00
Joonas Rikkonen
e7f4d1474e
Fixed interact rects not being calculated correctly for subinventory slots, the tooltip of a parent item isn't shown when highlighting a contained item
2017-08-27 18:10:17 +03:00
Joonas Rikkonen
79f7ce7071
Revert "Characters that are outside are rendered under particles -> creatures can be hidden by smoke from hydrothermal vents. [ 65211ec]"
...
Caused characters to be rendered behind ruins, need to come up with a better solution
2017-08-27 14:34:11 +03:00
Joonas Rikkonen
37a5888126
- More small caves in levels.
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- Groups of crawlers, mantises and husks can spawn inside the caves.
- Salvage mission variants where the artifact spawns inside a cave.
- Fixed ruins being placed inside the sea floor.
- MonsterEvents don't spawn the monsters if no suitable spawn position is found.
2017-08-27 13:40:47 +03:00
Joonas Rikkonen
362428280a
Multiple particle emitters can be be attached to a background sprite, hydrothermal vents push characters and subs upwards, tweaked hydrothermal smoke particles & trigger positioning
2017-08-26 17:07:13 +03:00
Joonas Rikkonen
1a12f46708
All remaining physics bodies are removed at the end of submarine unloading (freeing debug bodyShapeTextures, etc). -> LevelTrigger bodies don't have to be removed separately during unloading
2017-08-24 20:30:10 +03:00
Joonas Rikkonen
65094a02c1
Hydrothermal vents emit sounds & being inside the smoke makes the camera shake
2017-08-24 20:25:17 +03:00
Joonas Rikkonen
4bdbf05875
- The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
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- StatusEffect sounds are configured as child elements of the StatusEffect (instead of attributes).
- Background sprites can emit sounds.
2017-08-24 19:56:31 +03:00