Commit Graph

249 Commits

Author SHA1 Message Date
Regalis
f8fec79785 Parts of the submarine that are left behind in the level will stay there, it's possible to leave the level without the main sub (e.g. in an escape shuttle) 2016-07-16 16:14:51 +03:00
Regalis
03a3a156ba - fixed camera "twitching" when trying to move it above the upper limit of the level
- fixed duplicate hulls/gaps being placed at docking ports when saving and loading
- fixed linkedsubmarines moving when saving and reloading if the center of the wall vertices isn't he same as the center of the sub
- moving docked submarines along with the main sub when syncing the position
- characters are killed when the client controlling them disconnects (+ cause of death: disconnected)
- fixed the description box in server lobby
2016-07-15 19:21:10 +03:00
Regalis
a5111d33df Tons of AI + pathfinding bugfixes:
- 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
c8dae18135 - syncing docking ports
- linkedsubmarine saving fixes, path can be changed and sub reloaded in editinghub
- lightsources don't constantly recheck convex hulls of another sub if subs are docked
- position update networkevents arent sent for subs that are docked to the main sub
2016-07-06 23:01:51 +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
cd3ecd36e8 Merge branch 'multisub'
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
e74d5adef4 Subs that aren't docked to the main sub aren't saved 2016-07-04 17:31:07 +03:00
Regalis
cafeceb6d2 WIP dockingport/multisub saving in single player mode 2016-07-02 14:59:49 +03:00
Regalis
17197a442d Water can flow through vertical docking ports 2016-06-30 18:37:10 +03:00
Regalis
aae24b2b2c Better logic for determining which convex hulls are in the range of a lightsource (separate convexhull lists for each sub) 2016-06-30 17:50:02 +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)
- WIP docking ports
2016-06-26 14:31:00 +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
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
cf822cfae6 Submarine saving fixes, impact damage in sub-sub collisions, submarine ambient sounds 2016-06-12 14:23:08 +03:00
Regalis
495a0f4124 - teleporting from sub to another works now
- repairtool fix
- submarines collide with each other
- every submarine is updated (so MainSub isn't the only one that can move)
- submarinebody vertex generation fix
2016-06-11 17:55:47 +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
Regalis
7349cdd310 Progress (compiles now) 2016-06-09 22:15:50 +03:00
Regalis11
c9fd599276 Merge branch 'master' of https://bitbucket.org/Regalis11/barotrauma into multisub
Conflicts:
	Subsurface/Source/GUI/GUI.cs
2016-06-09 18:39:54 +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
d520c00dc9 - stunned characters don't move their hands behind their back when cuffed (caused the characters to flail around when someone grabs them)
- characters can run while grabbing/dragging someone
- inventory and chatbox are hidden when stunned
- turret rotation is reset between minRotation and maxRotation when changing the rotation limits
- fixed explosion damage being applied to simPositions of the limbs instead of worldpositions
2016-06-09 16:54:30 +03:00
Regalis
14c809b2f2 Debug text tweaking, guiframe for relay component, spears loaded into a harpoon gun don't float in the air, some new names 2016-06-07 20:41:32 +03:00
Regalis
8f8f1ed7dc - fixed submarine selection resetting when switching to netlobbyscreen
- fixed EntityGrid IndexOutOfRangeException
- fixed AssignJobs() ignoring the highest job preference
2016-06-07 16:57:58 +03:00
Regalis
50bee3da41 Wall convexhulls are split every 5 sections, convexhull edges that overlap with another convexhull are ignored (i.e. unneccessarys shadows aren't drawn where two walls meet) 2016-06-01 20:58:03 +03:00
Regalis
0621f6c9e3 Impulses aren't applied to disabled item bodies when the submarine hits something, velocities of item bodies are reset when the item is dropped, pathfinding errors don't open the debug console 2016-06-01 20:56:07 +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
c71a935de6 v0.4.1.3:
- fixed debug message height not being set correctly
- fixed submarine list not being updated if host has enabled "play yourself"
- fixed "queue empty" error when attempting to download a sub from the server
- maximum number of iterations when carving a path for a cave
2016-05-27 14:41:34 +03:00
Regalis
2398d8aa8a - resetting the "blood overlay" when switching the controlled character
- fixed 1-section long walls being impossible to fix after their body has been destroyed
- better looking blur (small lights aren't "skewed")
2016-05-26 18:03:08 +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
e6b073f872 - clients see the submarines that the host has instead of their own subs in server lobby
- possible to vote for subs the client doesn't have
- fixed the "votes required" slider moving when re-opening the server settings
- WIP method for sending missing subs to clients before the round starts (atm the clients won't have time to request a sub file that was chosen by voting)
2016-05-22 01:39:10 +03:00
Regalis
c2f1a1a383 Only the largest firesource within a hull plays a sound 2016-05-22 01:32:23 +03:00
Regalis
00b1ec38e2 Some new wall sprites, wires are automatically dropped if both items they're attached to are removed, other items aren't highlighted while dragging an item in editor 2016-05-22 01:31:36 +03:00
Regalis
b2f83b43f8 Attacks can apply a force to the target (i.e. monsters can throw characters around) 2016-05-22 01:28:46 +03:00
Regalis
7113a154fe Aiming is disabled when unconscious/stunned, the range of fire lightsources isn't randomized to reduce the amount of required convexhull updates 2016-05-19 19:49:31 +03:00
Regalis
a477dad1b2 Renamed the CollisionMisc collision category to CollisionItem, teleporting items inside/outside the sub if their physicsbody leaves/enters a hull, powercontainer charge can be changed in editor (i.e. batteries can be set to fully loaded) 2016-05-19 19:47:26 +03:00
Regalis
2887c5f123 - alien ruin structure drawing order changes
- placing cargo items using syncedRand (items will be in the same position for all clients)
- less confusing waypoint/spawnpoint editing (spawnpoints can't be converted to waypoints or vice versa, and spawnpoint settings aren't shown for waypoints)
- more informative message about missing cargo spawnpoints
2016-05-18 19:04:12 +03:00
Regalis
1f2937fad1 - opengl blur shader
- the "heal" console command cancels stun
- the camera shakes when the sub hits something only if controlled character is inside the sub
2016-05-18 11:45:38 +03:00
Regalis
63e5f02057 Changes to submarine<->outside teleporting logic:
- contacts between limbs and the sub are temporarily disabled before teleporting to prevent the character from "exploding"
- impact damage is disabled for 0.25 seconds after teleporting in case the character still explodes
- characters with disabled impact damage won't damage the walls when hitting
- the collider of SubmarineBody is generated based on walls instead of hulls
- fixed Submarine.CheckVisibilit ignoring fixtures with (CollisionWall | CollisionLevel) collisioncategory
2016-05-18 11:43:22 +03:00
Regalis
be72fee824 Dirty workaround for background music breaking during loading (the music is switched when a round starts), the "wall" at the top of the levels is drawn on top of the lightmap, small fixes in AIObjectiveGetItem and BackGroundSpriteManager 2016-05-15 17:58:56 +03:00
Regalis11
c546c42a8b - disabled unnecessary hull updates during loading (items/gaps find the hull when everything is loaded instead of every time a hull is created or moved)
- fixed item.Submarine not being set in item.FindHull
2016-05-14 23:01:57 +03:00
Regalis
d884f84346 - disabled FOW blurring (made it possible to see through corners) and re-enabled penumbra
- fixed structures being assigned the misc category by default
- turrets don't require a barrel sprite
- OnImpact statuseffect is applied when a projectile hits something
- WIP depth charges
2016-05-13 18:00:31 +03:00
Regalis
5301a57108 Updating lightSource.hullsInRange when a convex hull is removed, some cleanup 2016-05-11 20:20:11 +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
d5f6fff2c2 Lighting improvements: lightmap is drawn over all structures and blurred, flashlight item, OnContained statuseffects are also applied when the item is contained in a characterinventory 2016-05-07 09:16:29 +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
03626c997b - Fixed shadows not being cast if the lightsource is outside the sub and the convexhull is not
- Option to change the texture of the "light sphere"
- Added "headlights" to the scooters
2016-05-03 00:27:48 +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
2c76a6ad3c Another variant of the new monster, new menu category for alien items/structures, another ruin-specific music clip 2016-05-03 00:11:34 +03:00
Regalis
3f22b2e4df GUIMessageBoxes are drawn on top of everything else (they were obstructed by shiftsummary), placing background sprites based on level seed, instructions for dealing with broken junction boxes in tutorial 2016-05-01 18:55:44 +03:00