Commit Graph

137 Commits

Author SHA1 Message Date
Regalis
db8c2b9f8e Changed colliders from limbs to normal physics bodies, removed RefLimb 2016-10-15 20:08:51 +03:00
juanjp600
f5268c7c6c Fixes
It compiles now, but it's probably really broken.
2016-10-11 21:37:23 -03:00
juanjp600
72033a581e Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/GUI/GUI.cs
	Subsurface/Source/GameMain.cs
	Subsurface/Source/GameSettings.cs
	Subsurface/Source/Items/CharacterInventory.cs
	Subsurface/Source/Items/Components/ItemComponent.cs
	Subsurface/Source/Items/Components/Machines/Pump.cs
	Subsurface/Source/Items/Components/Machines/Radar.cs
	Subsurface/Source/Items/Components/Machines/Steering.cs
	Subsurface/Source/Items/Components/Power/PowerContainer.cs
	Subsurface/Source/Items/Inventory.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Items/ItemSpawner.cs
	Subsurface/Source/Map/Levels/WaterRenderer.cs
	Subsurface/Source/Map/LinkedSubmarine.cs
	Subsurface/Source/Map/Map/Map.cs
	Subsurface/Source/Map/Structure.cs
	Subsurface/Source/Map/Submarine.cs
	Subsurface/Source/Map/WayPoint.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Physics/PhysicsBody.cs
	Subsurface/Source/Screens/GameScreen.cs
2016-10-11 20:19:25 -03:00
Regalis
9154be4792 Flipping turrets & controllers, moved radar UI update to UpdateHUD 2016-10-05 16:54:05 +03:00
Regalis
ffc6782025 Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain) 2016-10-04 19:54:17 +03:00
Regalis
050f7ffc83 Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain) 2016-10-04 19:21:05 +03:00
juanjp600
e1296e4a8e Backported vsync changes from new-netcode, WIP hull visibility culling
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
f6b82eb095 Some progress on flipping subs
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
juanjp600
e318034a1a Remove submarines markers from radar in combat missions
This should make the mission type a lot more fun.
2016-09-27 19:42:15 -03:00
juanjp600
344947c3c4 Search and destroy mission
Featuring ugly code
2016-09-26 22:09:06 -03:00
juanjp600
02d98f5d29 Merge remote-tracking branch 'refs/remotes/barotrauma/master'
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)
We must correct post-traumatic Blitz disorder
2016-09-24 21:26:08 -03:00
juanjp600
4cd6888622 Added some missing UpdateGUI implementations 2016-09-18 11:41:17 -03:00
juanjp600
33641ead3e Fixed timestep for some GUI & input code
Fixed timestep only applied to the physics simulation, but input and GUI updates were not being handled properly, so here's some progress into fixing them.
2016-09-18 11:03:52 -03:00
juanjp600
e4f11e4679 Merged branch master into new-netcode 2016-09-16 13:45:19 -03:00
Regalis
0265d075a5 Possible to zoom out further when debugdraw is on, vents don't replenish oxygen when underwater, monster missions & events ignore spawnpoints that are too close to the main sub 2016-09-14 20:25:09 +03:00
juanjp600
4763dac21b Merged branch master into new-netcode 2016-09-08 15:34:40 -03:00
Regalis
1f7bf250b5 asdfasdf 2016-09-08 21:26:15 +03:00
Regalis
4bf01aeba7 Improved MiniMap: shows hull integrity and oxygen levels, and can be configured to only show oxy/water data if the rooms have detectors in place
+ itemprefab "aliases" (allows changing item names while keeping backwards compatibility with older sub files)
2016-09-08 20:21:55 +03:00
Regalis
7be5474617 Autopilot tweaking 2016-09-08 20:14:57 +03:00
juanjp600
404c506662 Merge remote-tracking branch 'refs/remotes/barotrauma/master'
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Characters/Character.cs
2016-09-07 17:35:18 -03:00
juanjp600
bfd8bc6b35 Server serialization functions require client 2016-09-07 17:32:20 -03:00
Regalis
e61e40547b Improved autopilot 2016-09-06 19:14:27 +03:00
Regalis
cf77a59c97 Implemented some of the itemcomponent read/write methods, made submarines server serializable 2016-09-02 17:59:08 +03:00
juanjp600
af220dbc2a Removed Fill/ReadNetworkData
These functions needed to be replaced because they rely heavily on reliability.

Instead, new functions called (Write/Read)Data(Server/Client) will be added. 

Separating client and server code into completely separate functions will help ensure that proper security checks are performed.
2016-08-29 20:02:46 -03:00
Regalis
6c5452570e More sanity checks to make sure clients aren't doing something they're not allowed to:
- AICharacter, hull, structure and submarine updates from clients are ignored
- character updates from anyone else than the client controlling the character are ignored
- players can't pick/drop items from anyone else's inventory (unless the target is unconscious/stunned/cuffed)
- server has authority over reactor temperature
2016-08-16 17:56:33 +03:00
Regalis
0602bb6154 Dockingport power wire is connected to a free wire slot instead of the last slot, submarines above the top of the level (i.e. respawn shuttle) aren't shown on sonar, underwater scooter for each respawned player 2016-08-13 21:35:52 +03:00
Regalis
c773320a55 Autopilot can avoid other subs, characters won't go outside in idle state 2016-07-28 21:45:35 +03:00
Regalis
2490c0eb9d - fixed Submarine.MainSub not being set in tutorialmode
- controllers can effect view distance (-> longer railgun view dist)
- fixed removeitem messages not being sent when a fabricator destroys an item
- changes to depth damage logic: structures won't take damage until the pressure is above the health of the hull (i.e. weaker structures break first, subs with no windows can go deeper)
2016-07-25 18:38:50 +03:00
Regalis
09782be231 - sonar shows the outlines of docked subs (instead of normal sonar blips)
- fixed lights not being removed if the same explosion is triggered again before the previous one is finished
- fixed electrical shocks from junction boxes stunning nearby players (and not just the player using the jb)
- showing restart timer as mins + secs
- more server settings
2016-07-25 18:30:13 +03:00
Regalis
b81417ad16 Characters can be left behind in levels and they will stay there until the player returns, other subs visible in sonar 2016-07-20 17:13:34 +03:00
Regalis
19915fc4e5 - server log and item lists in editor can be filtered
- changes to item highlighting logic (easier in cramped subs)
- sub name/description boxes and selected items are reset when leaving the editor
2016-07-06 18:10:22 +03:00
Regalis
dc7956274c - camera follows the closest sub
- WIP "respawn shuttle"
- submarine size affects its mass
- electricity fixes
2016-06-18 14:46:40 +03:00
Regalis
ee2d817e6b "Shifting" entity IDs to prevent them from overlapping between different subs, loading another submarine now works without crashing 2016-06-10 20:53:35 +03:00
Regalis11
41569675f3 Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures) 2016-06-09 18:34:43 +03:00
Regalis
c77060d485 Fixed vents, more powerful oxygen generators in vanilla subs 2016-05-30 18:25:50 +03:00
Regalis
da98ade77c - item sprites visible in fabricator menu
- deth charge rotation fix
- sonar tweaking (ruin walls look slightly different from cave walls)
- connector sprite positioning fix
- repairtool is active when in use
2016-05-25 16:18:02 +03:00
Regalis
b4af92ace2 Small optimization: items have a list of components that have to be drawn 2016-05-24 21:17:38 +03:00
Regalis
ed529052a2 - relaycomponent inherits from powertransfer, so that they're included when calculating the load/power for the grid
- deactivated powertransfer components don't carry power
- fixed reactor graph lines going over the graph if load > 10 000
2016-05-24 19:17:42 +03:00
Regalis
aaa84ef4ac The wall at the top of the level is visible in sonars 2016-05-11 20:23:03 +03:00
Regalis
09e8b8b9c6 - RepairTools work for structures that are outside the submarine
- Ruins are visible in sonar
- Fixed ruin generation algorithm occasionally creating too narrow rooms and placing corridors so that they're blocked by corners of a room
- Fix for wall textures being misaligned for map cells with no physics body
2016-05-03 00:14:52 +03:00
Regalis
d3ab7946a8 Using ToLowerInvariant instead of ToLower (the game works for Turkish players now!)
http://www.moserware.com/2008/02/does-your-code-pass-turkey-test.html
2016-04-27 17:14:09 +03:00
Regalis
e271873a43 Autopilot uses submarine position as a "reference position" (instead of the position of the nav terminal), radar display bugfix, ragdolls aren't teleported outside the sub if they're in a tiny gap between hulls (e.g. passing through a broken wall between rooms) 2016-04-20 17:28:20 +03:00
Regalis
c5685db0aa - handheld sonar
- junction boxes, sonar monitors, navigation terminals and engines break down if they're underwater long enough
- reactor cools down if it's underwater
- job-specific gear are grouped by job in separate .xml files
2016-04-09 14:31:59 +03:00
Regalis
5f05db7ca4 - fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
- parameter for changing the output value of And/Or components when the input conditions aren't met
- or components work properly now
- a limited number of signals (100) can be queued in a delay component
2016-04-02 02:25:44 +03:00
Regalis
3ac8139fc7 - changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen to larger rooms
- bugfixes in HumanoidAnimController.Flip()
- item/itemcomponent statuseffects are stored in a dictionary with the actiontype as a key, so the item doesn't have to iterate over all the components and all their statuseffects
- gap bubble particle tweaking
2016-03-29 17:57:05 +03:00
Regalis
ca492bf0d4 - health scanner item
- specific skills are required to fabricate some items
- changes to medical syringes: the status effects are defined in the chemical item instead of the syringe
2016-03-26 18:15:44 +02:00
Regalis
5120812adf - fixed AICharacters being updated even if they're disabled
- enemies can spot targets from further away if they've previously spotted the target
- physics bodies are immediately moved to the correct position if they're really far (instead of lerping)
2016-03-13 19:24:30 +02:00
Regalis
d713874bd6 Tweaked AITarget ranges: now it's possible to evade some monsters by stopping the sub and/or turning off noisy devices, AITarget ranges can be made visible by entering "ShowAITargets" in the console, misc cleanup 2016-03-12 21:35:21 +02:00
Regalis
d1580328ed Some cleanup using ReSharper (mostly removing redundancies) 2016-03-12 15:32:34 +02:00