Commit Graph

58 Commits

Author SHA1 Message Date
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 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 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 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
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 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 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 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 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 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 c4e894cb2e Fixed camera going insane when dropping through hatches
TODO: make the game less rubberbandy
2017-12-12 21:08:37 -03:00
juanjp600 23b220b6af Sync character collider rotation, try to make collider face the main limb by instantly flipping it if the angle's too wide, client-side ragdoll correction is more aggressive 2017-12-12 17:58:49 -03:00
Alex Noir de7489db8b Change int to UInt32 for grabLimb networking
Fixed IsRagdolled state networking
2017-12-08 20:55:46 +03:00
Alex Noir 286f290e57 Fixed networking 2017-12-08 15:32:37 +03:00
Alex Noir 8788efa007 Merge remote-tracking branch 'origin/master' into moRags 2017-12-08 14:43:56 +03:00
Alex Noir fff8d714fe I THINK this is all that needs to be done to network it...right? 2017-12-08 14:09:09 +03:00
Alex Noir 48fb3d58b9 Let players choose to grab onto the body's torso!
Better CPR animations
todo: network the limb targeting
2017-12-08 13:47:27 +03:00
juanjp600 26216a0d99 Fixed fish being selectable
Closes #91
2017-12-07 00:01:48 -03:00
juanjp600 a272d22de8 Players can now pick up corpses to eat them 2017-12-06 17:57:58 -03:00
Alex Noir 4a8e411a70 Fixed carrying stunned people being a severe case of a major ass pain by carrying over the "stairs" from the carrier.
Added "CarriedBy" property, publicized CarriedCharacter and CarriedBy, synced CarriedCharacter and CarriedBy for cool points
Publicized Stairs property
2017-12-06 18:58:18 +03:00
Alex Noir b26b6a7418 Fixed ragdolled players suffering less impact damage than non-ragdolled one.
Also fixed limb impact sounds on the clientside for ragdolls
2017-12-05 23:03:40 +03:00
Alex Noir ee8c4dfb3a Adds ragdoll button. Because why not.
Also adds admin ragdoll command to force people into ragdoll mode.
The networking/syncing wasn't yet tested for this but hopefully everything should work.
Updates config.xml to add default keybinds for radio chat and ragdoll
2017-12-05 20:50:24 +03:00
Joonas Rikkonen 20664c08fd Fixed limb lightsources not rotating with the limb 2017-12-02 19:15:27 +02:00
Joonas Rikkonen f4f58622e1 Short delay before the "pressure increasing" message is displayed (because clients may briefly be outside the sub before they get in sync with the server) 2017-11-24 18:53:21 +02:00
Joonas Rikkonen fce7d43ef3 Fixed characters not appearing in the round summary in mp, minor CrewManager refactoring 2017-11-20 20:46:54 +02:00
Joonas Rikkonen 765587efd7 Renamed screens (EditMapScreen -> SubEditorScreen, EditCharacterScreen -> CharacterEditorScreen) 2017-11-18 15:13:03 +02:00
Joonas Rikkonen ff926c1da2 Warning texts when water pressure is increasing to dangerous levels and when running out of oxygen, added a method for invoking an arbitrary action after a delay to CoroutineManager 2017-11-14 19:10:43 +02:00
Joonas Rikkonen 8e556f1c76 - Renamed a bunch of ObjectProperty-related stuff (ObjectProperty -> SerializableProperty, IPropertyObject -> ISerializableEntity, the "SerializableProperty" attribute -> Serialize).
- Rectangle serialization.
- Option to restrict numeric properties to a range of values.
- WIP generic ISerializableEntity editor.
2017-11-08 21:15:03 +02:00
Joonas Rikkonen 1ff2054ca8 Converted the GetAttribute methods in the ToolBox class to extension methods 2017-10-04 18:38:40 +03:00
Joonas Rikkonen dd86b5745a - The server doesn't disable client-controlled AI characters that are far from all other players.
- 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 4bdbf05875 - The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
- 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
Joonas Rikkonen c2da3a6af4 - Added "LevelTriggers", areas that apply statuseffects and/or damage to entities. Atm can only be attached to background sprites.
- Moved background sprites to the shared project.
- The debug textures of physics bodies have a maximum size of 128x128 pixels to prevent large bodies from taking up excessive amounts of memory.
- Attacks can be set to only affect humans.
2017-08-23 20:37:30 +03:00
Joonas Rikkonen 15a31c5291 - The commonness of scripted events can be overridden for specific level types (e.g. some monsters can be set to spawn more frequently in specific types of levels).
- The sub can be moved from location to another in the map view by double clicking in debug builds.
- Level wall color can be changed in level generation parameters.
- Fixed level geometry not being rendered if the ocean floor is visible (which isn't a problem in most level types, but there can be levels where the ocean floor is so close to the actual level that they can both be visible at the same time).
- Background sprite scale is taken into account when calculating particle emitter positions.
- Fixed limb lights being rendered even if the character is disabled.
2017-08-22 19:04:49 +03:00
Joonas Rikkonen d772049cc0 Particle fixes, background sprites can emit particles if the camera is within the area where the particles are visible 2017-08-22 15:41:23 +03:00
Joonas Rikkonen cc40970b58 Separate ParticleEmitter & ParticleEmitterPrefab classes - the emission timer (and maybe some other values in the future) can't be in the prefab class because multiple objects may use the same prefab. 2017-08-20 22:05:30 +03:00
Joonas Rikkonen 04834f9f7f Background sprites can be set to spawn on the sea floor, particle emitters can be attached to background sprites 2017-08-20 19:07:07 +03:00
Joonas Rikkonen 4a460ff150 - The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub.
- ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
2017-08-20 19:05:25 +03:00
Joonas Rikkonen c7a357d84c Fix for exceptions when a human is targeting a removed entity while debugdraw is enabled, accessing AITarget position properties after the target has been destroyed doesn't throw an exception (but does log an error in debug builds). 2017-08-13 20:00:52 +03:00
Joonas Rikkonen fd844fd696 Option to make wearable sprites use the depth of the sprite instead of using the depth of the limb it's attached to 2017-08-10 18:19:06 +03:00
Joonas Rikkonen 9e3f4bfa5a Syncing crouching from server to clients, not just from clients to server 2017-07-28 19:01:47 +03:00
Joonas Rikkonen 3c04d2c479 Using SetClientCharacter forces the client's line of sight effect back on 2017-07-27 18:03:29 +03:00