Commit Graph

212 Commits

Author SHA1 Message Date
Juan Pablo Arce 959e5dfed1 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2017-12-31 17:45:12 -03:00
Juan Pablo Arce 904052390c Fixed LOS effect on Windows, fixed SharpDX reference, rebuilt damageshader_opengl 2017-12-31 17:45:05 -03:00
Joonas Rikkonen c77c598cb6 Fixed items being dropped when attempting to place them in an itemcontainer slot that's on a normal inventory slot. Closes #200 2017-12-31 01:59:49 +02:00
Joonas Rikkonen 7d2b701784 GUIMessageBox text overflow fix: the padding of the GUIFrame is taken into account when determining the height of the text, and the messagebox is always automatically resized if the height parameter is not given. 2017-12-30 18:32:27 +02:00
Joonas Rikkonen 343895d776 Console command arguments can be autocompleted by hitting tab. Closes #162 2017-12-30 18:30:55 +02:00
Joonas Rikkonen 65d6071378 Fixed damageshader ignoring sprite colors. Closes #212 2017-12-30 04:51:39 +02:00
Joonas Rikkonen c3c16b53ac Fixed background sprites being rendered in an incorrect order 2017-12-30 02:04:42 +02:00
Joonas Rikkonen 627d6ecd78 Minor UI fixes 2017-12-29 21:09:53 +02:00
Joonas Rikkonen bcd2582cf9 - More gore particles when severing limbs!
- Explosions can sever limbs even if the target character is dead. Now explosive projectiles can explode creatures into pieces even if the creature dies of the initial projectile impact and not the explosion.
- Disabled blood particles on carriers and fractal guardians.
2017-12-29 21:06:11 +02:00
Joonas Rikkonen 454e0def3b Particle additions:
- Support for subemitters (= particles can emit particles).
- Option to set a different velocity change value for particles in water (can be used to simulate buouancy).
- Fixed drag vector & timer not being reset when initializing a particle.
2017-12-29 20:58:29 +02:00
Joonas Rikkonen a8749f3d87 Fixed characters dragging husks by their tongue when GrabLimb is set to None, removed hardcoded texts from the grab button. Closes #210 2017-12-29 15:51:37 +02:00
Joonas Rikkonen b84c965be3 More AI fixes/improvements:
- AI characters can refuel the reactor when needed.
- AIObjectiveContainItem.CanBeCompleted returns true if the target item cannot be obtained or if the container cannot be reached.
- AI characters only weld leaks that are part of some submarine (i.e. not ruins).
2017-12-28 19:44:48 +02:00
Joonas Rikkonen ccda925623 Fixed order option buttons ("power up", "fire at will", etc) not working in the crew commander menu due to being outside their parent GUIComponent 2017-12-28 12:47:48 +02:00
Joonas Rikkonen 3d73f28362 - TextManager automatically replaces "\n" strings with a newline.
- Removed instantiating traitor start popup from client-side TraitorManager (instead the client receives the start message from the server).
- GUIMessageBoxes don't leave unnecessary empty space for the header if the header text is empty.
- More hard-coded text removal.
2017-12-27 16:07:00 +02:00
Joonas Rikkonen 4f0b190371 Some more hard-coded text removal 2017-12-27 14:40:33 +02:00
Joonas Rikkonen 2894b74edc Started moving hard-coded texts to a separate xml file (Content/Texts.xml) to make modding and translating the game easier (see #80). Also Renamed InfoTextManager as TextManager. 2017-12-26 23:51:18 +02:00
Joonas Rikkonen a5d2dd37f4 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2017-12-26 20:04:47 +02:00
Joonas Rikkonen bc6c828a14 Option to make limb attacks do damage based on contact with physics bodies instead of distance. Attacks also do damage to all sections of a structure that are within damage range. Closes #108 2017-12-26 20:02:33 +02:00
juanjp600 5374c0f9a6 Windows-specific fixes 3
MS PLOX
2017-12-25 18:35:21 -03:00
juanjp600 e2f4431357 Added a command for automatic hull generation
It's not perfect by any means, but it should be usable enough as a
baseline for most subs.
2017-12-23 17:57:19 -03:00
juanjp600 47b5ccd7c6 Merge branch 'master' of https://github.com/Regalis11/Barotrauma 2017-12-21 20:31:24 -03:00
juanjp600 064c8da7e7 Unknown object headers will now crash the game with a copy of the previous object to be read 2017-12-21 20:26:33 -03:00
Joonas Rikkonen ac53c5f80d Fixed campaign view button overlapping with the spectate button in NetLobbyScreen. Closes #117 2017-12-22 01:18:16 +02:00
juanjp600 c593fdb7c6 Minor networking fixes
- Don't spam the shit out of status updates (TODO: send update
immediately on drastic changes)
- Fixed some potential message misreading
- Readded homoglyph name comparison
2017-12-21 16:00:04 -03:00
juanjp600 40a46f96e2 Fixed LOS not going red + Fixed additive particles not looking right at all 2017-12-20 20:47:17 -03:00
juanjp600 07626a1989 Merge branch 'master' of https://github.com/Regalis11/Barotrauma
Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
2017-12-20 19:46:53 -03:00
juanjp600 7a413aee93 Optimized GameScreen.DrawMap
- Downscaled lightmap, since blurring will make this unnoticeable anyway
(TODO: make this optional)
- Render LOS in fewer passes by using a shader
- Use light volume to calculate LOS
- This also means we can use the override texture to render the diving
suit obstruct effect
- Don't render bunks and labels onto LOS background (TODO: add the
option to render back into the LOS background, i.e. just use
multiplicative blending as if it was the lightmap)
- Prefer SpriteSortMode.Deferred over all others, prefer
SamplerState.LinearClamp/PointClamp over all others
- Remove shader blur in favor of geometry blur (TODO: improve on this
further, right now it has a few artifacts)
- Trim light volumes
- Do some weird shit with the background particles (use DrawTiled
instead of relying on SamplerState.LinearWrap, because that's faster
somehow :/ )
- Pressing up/down in the console only returns a typed command now
2017-12-20 19:41:23 -03:00
Joonas Rikkonen 9ed2871ede Renamed a couple of properties for consistency & removed unnecessary CPR blood particle scaling 2017-12-20 20:26:22 +02:00
Joonas Rikkonen dde320b387 Merge pull request #101 from Crystalwarrior/moRags
Body shoulder-grab, better CPR anims, CPR and Crit overhaul!
2017-12-20 19:37:38 +02:00
Joonas Rikkonen ce37411a29 Merge branch 'permission-overhaul'. Closes #49
Conflicts:
	Barotrauma/BarotraumaShared/Source/DebugConsole.cs
	Barotrauma/BarotraumaShared/Source/Networking/ChatMessage.cs
2017-12-20 19:36:17 +02:00
Joonas Rikkonen b3c3970209 Server responses to clients using console commands ("granted permissions to client", error messages, etc) are displayed in the client's debug console instead of the chat box. Client command usage is included in server logs. 2017-12-20 19:18:32 +02:00
Joonas Rikkonen 3e4d2c5a8a Fixed incorrect positioning of debug console question prompts. The ShowQuestionPrompt method used to take the last textblock in the console and consider that as the question prompt text, even though the text had only been queued and the actual GUITexblock hadn't been instantiated yet. 2017-12-20 18:57:42 +02:00
Joonas Rikkonen 0204bc2c49 Added permission presets (or ranks). Current presets are none (no special permissions), moderator (round management & kicking) and admin (almost everything permitted). 2017-12-19 22:27:07 +02:00
Joonas Rikkonen 0a8c79c1cb Fixed exceptions in GUIListBox.Select if any of the children have null userdata, option to add tooltips to GUIDropDown items 2017-12-19 22:22:42 +02:00
Joonas Rikkonen d03dd40336 Fixed item GUIMessages overlapping with each other 2017-12-19 18:11:47 +02:00
Joonas Rikkonen 26503a975c Fixed sub->sub and outside->sub visibility checks when determining name tag visibility. 2017-12-17 22:34:24 +02:00
Alex Noir e5c49d929d Fixed ragdolling and grab-type switching in singleplayer 2017-12-17 23:13:50 +03:00
Alex Noir 9e307d8302 Merge branch 'master' into moRags 2017-12-17 22:58:16 +03:00
Joonas Rikkonen 6127bb473d - Moved character nametag visibility culling to the update method (doesn't make sense for the update rate to be tied to rendering framerate).
- Name tags on characters that are outside the camera view are automatically hidden to avoid the costly visibility checks.
- If the controlled character or the target has no head, the visibility check is done based on the position of the torso.
- Fixed sub->outside visibility checks.
- Fixed invalid attributes in the flashlight config.
2017-12-17 21:47:03 +02:00
Alex Noir 1e5b25bd1a Merge branch 'master' into moRags 2017-12-17 22:41:45 +03:00
Alex Noir 041d1112b8 Added a timer to the raycasts so it's not screwing over performance too hard 2017-12-17 21:35:19 +03:00
Alex Noir 714b52dce8 Fixed several sound-related issues that have been bothering me for ages, e.g.
* Sounds not playing when the structure is fully destroyed
* Glass windows using wrong sound effects
* Only one glassBreak sound was used despite there being 3
2017-12-17 18:05:05 +03:00
Alex Noir 4f7c805a9c Hide character names/health/etc. if you can't see their head or it doesn't exist.
TODO: use Line of Sight instead of CheckVisibility
2017-12-17 15:17:15 +03:00
Alex Noir 0ce9acb76a fix things 2017-12-16 21:45:30 +03:00
Alex Noir 8ab97af456 Allow sub makers to alter the ID Card's description property on spawn points 2017-12-16 21:30:18 +03:00
Alex Noir bdeb3a19fd Updated server logs so admins can see disguised persons
clientist should also display stuff
TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
2017-12-16 20:24:24 +03:00
Alex Noir bd646fb23e Implements identity system! If your mask hides your face (e.g. oxygen mask, clown mask and diving suit), the game will either use the name of the ID card owner in your ID card slot or will give you a "?" name.
This only affects "DisplayName". The reason why I can't completely override the .Name for the client from server is due to how crew manifest and CharacterInfo classes are handled - it would require a major rework of many Character-related systems and interactions to truly make this "hack-proof".
Server hosts will have to stay on their toes I guess.
2017-12-16 19:52:25 +03:00
juanjp600 1cb39f7fd5 Fixed some inconsistencies and oddities in physics-handling code
I'm not sure if this fixes or breaks anything, but it's worth a shot.
2017-12-15 18:11:00 -03:00
juanjp600 5f5efa7a36 Fixed GUIComponent rects blocking input in the sub editor + Added Windows preprocessor directives 2017-12-15 15:02:40 -03:00
juanjp600 c203ece2cb FPS counter can be enabled separately from DebugDraw 2017-12-15 11:28:46 -03:00