Commit Graph

95 Commits

Author SHA1 Message Date
Juan Pablo Arce fa09aaa57c Fixed damageshader color parameter being optimized out
color is a parameter for the main function
2017-12-31 19:15:52 -03:00
Juan Pablo Arce 5c2872c1e1 Separate versions of each shader are now more easily available for compilation
TODO: write up some way to share shader code and use platform-specific features
2017-12-31 19:04:04 -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 65d6071378 Fixed damageshader ignoring sprite colors. Closes #212 2017-12-30 04:51:39 +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 4d55e2dd55 Move hard-coded gender pronouns from TextManager to Texts.xml 2017-12-28 21:47:29 +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 d074d3d443 Crew AI fixes:
- Characters can use oxygenite shards (or any other item with an "oxygensource" tag) in diving suits/masks.
- AIObjectiveFindDivingGear doesn't count as being completed if the character has diving gear in their inventory unless the character has equipped the gear.
- AIObjectiveGetItem doesn't count as being completed if equipping the target item is required and the character hasn't equipped it yet.
2017-12-28 12:53:23 +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 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
Juan Pablo Arce c87a582f21 Added smallitem tag to Revolver
It makes sense to be able to place it in containers IMO.
2017-12-18 19:41:34 -03:00
Alex Noir 3343185e9f Make radios drain battery when idle so they're no longer infinite when not equipped in face slot
Reduce drainage rate due to original drain rate being too quick though
However: radios will still drain battery even when dropped or put in a locker. This could be solved by either implementing a conditional into .xml which would check if a character exists,
orrrr by adding a toggle in-inventory button,
orrrr by allowing a third "toggle" param for booleans e.g. "OnUse" IsActive="toggle"
2017-12-17 23:25:17 +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
Joonas Rikkonen 62bb5119ab Merge branch 'master' into coolthings 2017-12-17 21:11:42 +02:00
Joonas Rikkonen a5d6da31a4 Holdable items can be held in any limb slot, not just hands. + Characters can hold a flashlight in their mouth. 2017-12-17 20:42:31 +02:00
Joonas Rikkonen e35fe18662 Carrier's "dummy limb" with a light source cannot be severed. Closes #154 2017-12-17 19:33:53 +02:00
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 0eacbce313 Tweaked crowbar to be a powerful two-handed weapon instead 2017-12-17 16:32:25 +03:00
Alex Noir 6b8bd59656 Let mechanics spawn with crowbars 2017-12-17 15:52:48 +03:00
Alex Noir a620b06831 Play a loud sound when the door is crowbarred open so everyone is alerted! (Security should know when someonoe is breaking into places without ID card)
TODO: use bump.ogg when wrenching/crowbarring is initiated
2017-12-17 15:49:16 +03:00
Alex Noir 828bde6f04 Make flashlight's idle holding position similar to that of oxygen/welding tanks so you can still use them unaimed 2017-12-17 14:18:30 +03:00
Alex Noir af53449d2d Update the size of tools.png to 64x128 as according to juanjp600, powers of two for sizes are more efficient due to memory alignment or something. 2017-12-16 20:38:27 +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
Alex Noir 18d75c620f Adds crowbar function to force-open doors...
***except the Door component ignores the damn requireditem and allows bare fukken hands to open it goddamnit***
2017-12-15 16:47:10 +03:00
Joonas Rikkonen 8a7af2affd Players can't use other items when a railgun controller is selected. Prevents accidentally firing weapons or hitting people with something while using the railguns.
Closes #94
2017-12-15 00:25:46 +02:00
Alex Noir 760452170e Implement ID card slot and ID card description that states the owner and his job in preparation for identity system 2017-12-14 22:57:42 +03:00
Joonas Rikkonen 58e98977df Fixes to projectiles going through walls:
- Continuous collision detection (body.IsBullet) is disabled when the body is moving slow enough, not immediately when it hits something.
- The prismatic joint that sticks projectiles to walls/characters stays active for a minimum of 1 s to prevent the projectile from immediately overshooting the joint limits and falling off (usually at the wrong side of a wall/door it hit).
- Separate properties for determining which types of bodies the projectile can stick to (character/structure/item).
- Spears and syringes only stick to characters.
- Increased syringe launch impulse.

Closes #122
2017-12-14 19:25:31 +02:00
Joonas Rikkonen 7e03235f8b Changed the species name of the huskified humans from "human" to "husk" and gave them the same combat strength as normal husk to prevent them from attacking each other.
Closes #119
2017-12-14 00:12:54 +02:00
Joonas Rikkonen 7ce93d2e1f Merge pull request #123 from Crystalwarrior/syringeGun
Syringe gun + projectile tweaks + several status effects/item components tweaks
2017-12-12 20:12:28 +02:00
Alex Noir f34968be30 Tweaked visuals a bit
Added tiny bleeding and structure damage to the syringes
2017-12-11 12:33:59 +03:00
Alex Noir a2a4225598 Added a fully functional syringe gun! Accepts syringes as ammo. Has custom sprite and sound.
Made syringes have a "projectile" component for syringe guns
Adds several missing signal components to the fabricator, as well as medical syringe to medical fabricator
Adds support for status effects applied to characters from onImpact
Removed "contained.Condition = 0.0f;" in Projectile.cs due to it limiting the possibilities of the .xml content creation
Added a couple null checks in StatusEffect.cs due to crashes caused by the new projectile changes - might need to debug further, perhaps there's a root cause?
Added itemlist console command
2017-12-10 22:17:14 +03:00
Alex Noir 55dd58579f I DID IT HOLY SHIT I GONE AND DONE IT
OnSecondaryUse is what throwing uses for doing things SPECIFICALLY on throw. This way, you can theoretically have grenades on which you'll have to pull the pin before throwing.
This also lets flares be used without the need to throw them.
did i mention my brain hurts
2017-12-10 15:56:34 +03:00
Alex Noir 00653c5aa4 Renames "OnSecondaryUse" to "OnAim" for more sense
adds new "OnHudUse" to separate normal and self use
2017-12-10 13:39:00 +03:00
Joonas Rikkonen 90986751c3 Merge branch 'antagonists' 2017-12-05 19:05:39 +02:00
juanjp600 a0782e5d8d Blowing up the reactor sets karma to 0, all jobs except assistant require a certain karma level 2017-12-04 17:05:22 -03:00
Alex Noir eb82ed6092 Merge commit 'a19579088ffa87bb873bf6baf6cdc9a1ef60dbb1' into antagonists 2017-12-04 20:02:59 +03:00
Joonas Rikkonen b68cceae55 Added smallitem tag to revolver rounds
Closes #65
2017-12-03 22:56:53 +02:00
Alex Noir c74f2d66b2 one more keyword 2017-12-03 23:26:02 +03:00
Alex Noir 63f8760b86 Added traitor code words
Fixed host never being traitor
2017-12-03 19:39:31 +03:00
Joonas Rikkonen f0225e4312 Chemicals and explosives can be thrown. Nitroglycerin & flash powder explode on impact, no effect on other items yet (implement applying status effects when the item hits someone?) 2017-12-03 01:10:26 +02:00
Joonas Rikkonen 9e5f503659 Added minor damage protection to diving suit 2017-12-03 01:07:04 +02:00
Juan Pablo Arce 3bcd128ac7 Fixed extra quote in carrier.xml 2017-12-02 13:19:44 -03:00