c5ce1be6c2
Running speed can be adjusted from the character configs, added a parameter for the "running speed" in water (characters now swim faster when holding shift).
Joonas Rikkonen
2017-06-12 19:27:52 +03:00
ed0a5f0f66
- Enemies with the "attack when provoked" setting only start attacking humans and structures if the attacker is a non-AI character or has a HumanAIController. - Characters that launch a turret get assigned as the user of the projectile (-> shooting watchers with a railgun makes them attack). - Increased watchers' attack range.
Joonas Rikkonen
2017-06-12 18:56:33 +03:00
c7d22ecb47
Option to make AI characters flee when their health is below a specific threshold
Joonas Rikkonen
2017-06-12 18:50:15 +03:00
0af83e6caf
Option to make MonsterEvents spawn more monsters when previous ones are killed (to prevent predators from clearing the ocean of weaker creatures)
Joonas Rikkonen
2017-06-11 20:42:24 +03:00
f469041363
Fixed exceptions in NetLobbyScreen.UpdatePlayerFrame if job preferences contain jobs that aren't in the list of job prefabs
Joonas Rikkonen
2017-06-11 18:49:48 +03:00
5636d1cdf9
Reorganized project to start work on dedicated server
juanjp600
2017-06-11 03:48:08 -03:00
cc6e220691
Moved the execution of the save coroutine to JobNamePreferences' setter.
CommanderMark
2017-06-10 23:24:24 -04:00
ed5039c43c
The ordering of job preferences in net lobby are saved in config.xml.
CommanderMark
2017-06-10 22:17:16 -04:00
9b0d7c1020
Added a method for changing a client's controlled character. Clients now get back control if their character is revived via the debug console.
Joonas Rikkonen
2017-06-10 15:07:10 +03:00
8886409d56
Respawning characters get ID card tags for both the shuttle and the main sub
Joonas Rikkonen
2017-06-07 21:14:38 +03:00
9527d53558
Fixed exceptions in CharacterNetworking.WriteStatus if a characters stun timer goes over 60.0
Joonas Rikkonen
2017-06-07 20:20:14 +03:00
46957684f3
Clients and server limit the number of chat messages included in a message if their byte size exceeds the MTU
Joonas Rikkonen
2017-06-05 19:27:51 +03:00
acad7980f2
Added some null checks
Joonas Rikkonen
2017-06-05 18:40:25 +03:00
892d28fd39
Items can be fixed in single player again
Joonas Rikkonen
2017-06-05 18:18:30 +03:00
e3016fbbcf
Legalese version of the EULA
Joonas Rikkonen
2017-06-04 21:24:36 +03:00
72ecba8e5b
Fixed message fragmentation issues caused by initial lobby syncing. The size of the initial message exceeds MTU if the host has a large number of subs, and apparently Lidgren doesn't attempt to handle fragmenting by default when sending the messages with the unreliable delivery method. Now the initial syncing message is sent only once with the reliable delivery method which should be able to handle fragmented messages.
Joonas Rikkonen
2017-06-04 19:56:57 +03:00
55cb56da59
Server ends the round if all characters are either dead or unconscious when autorestart is on (instead of waiting for everyone to be dead)
Joonas Rikkonen
2017-06-04 18:04:37 +03:00
24424cfb51
IP address is logged in all login error messages and the errors are logged to both the debug console and the server log
Joonas Rikkonen
2017-06-04 17:54:54 +03:00
0864505fda
Skill level syncing isn't dependent on the order of a character's skills. The skills are sorted in a descending order based on the skill level, which may cause the order to differ between the server and the clients after the initial random skill levels have been assigned.
Joonas Rikkonen
2017-06-04 16:21:58 +03:00
ce69e155fd
Fixed GUITickBoxes appearing unchecked if they're set to the checked state when interaction with the box has been disabled (or vice versa)
Regalis
2017-06-04 16:02:48 +03:00
ad03c8bf0d
EULA + readme update
Regalis
2017-06-04 14:48:15 +03:00
a0c23f8e94
v0.6.0.1
Regalis
2017-06-04 14:10:17 +03:00
466c7cb59d
Servers report their game version and selected content package when registering to master server (not displayed anywhere atm but might be good to have the info available for future usage)
Regalis
2017-06-03 19:40:12 +03:00
96c425414c
Server and EntityEventManager debug logging can be enabled in release builds by enabling verbose logging, DebugConsole.ThrowError logs stacktraces
Regalis
2017-06-03 19:01:39 +03:00
1f8460e8ad
GameMain throws an exception immediately if loading the game fails (instead of closing the loading screen and waiting for the inevitable crash)
Regalis
2017-06-03 18:21:56 +03:00
f5d8669da3
Clients wait until both teams have characters in them before they start to update CombatMissions. Character spawn messages aren't guaranteed to arrive at the same frame, so it's possible for one team to be empty at the start of the round, causing the clients to think the other team already won.
Regalis
2017-06-03 18:12:25 +03:00
2b27755b61
Team ID assignment fixes: - Clients are assigned to team 1 in sandbox mode (because the host is also in team 1). - Respawning characters are always assigned to team 1 (otherwise mid-round joining clients would end up in team 0 because the team assignment is done when the round starts)
Regalis
2017-06-03 18:08:47 +03:00
fe81355039
Fixed crashing if attempting to send radio messages without a radio in the inventory (Undertow Games - first-rate QA since 2014)
Regalis
2017-06-03 16:32:44 +03:00
6aae2f0ae9
- Job assignment fix: characters that are in a different team don't add to the assigned job count. - If a client doesn't enter the game within 30 seconds of starting the game, their character is automatically killed (otherwise the character would stay in-game in the disabled state indefinitely). - Clients don't update CombatMissions if neither team has any characters (the clients may not have received messages about the characters spawning yet, which would cause them to show the "team dead" message immediately when the round starts).
Regalis
2017-06-02 21:54:20 +03:00
0e5cfbb579
Reactor autotemp is logged
Regalis
2017-06-02 17:25:42 +03:00
70e862e92f
- both clients and server limit the number of chat messages written per packet - added an error message if MTU is exceeded - if the server disconnects a client while reading a message from them, the rest of the message is ignored
Regalis
2017-06-01 22:07:01 +03:00
a07f2c8346
Spam filter tweaking: ChatSpamSpeed increases even if messages aren't similar, clients can get kicked out if they keep sending messages after they've been muted
Regalis
2017-06-01 22:00:55 +03:00
9adb3fd8fa
Disabled a leftover entityevent debug message
Regalis
2017-06-01 19:51:51 +03:00
ff322bd7a2
Fixed "component doesn't have a GUIFrame" errors when selecting an artifact holder (or any other selectable item with non-selectable components)
Regalis
2017-06-01 19:38:20 +03:00
5455af24d7
Readded spam filter
Regalis
2017-06-01 19:37:08 +03:00
6cc4f7c575
v0.6.0.0
Regalis
2017-05-31 19:38:39 +03:00
8d78e1743b
WallAttackPos isn't reset when updating EnemyAIController targets if the target doesn't change
Regalis
2017-05-31 17:45:27 +03:00
87788b449e
Disabled EntityEvent debug messages from release builds
Regalis
2017-05-30 19:47:29 +03:00
4c7a3b34fe
Console commands can be used on characters whose name is a number (FindMatchingCharacter method interpreted the name parameter as an index)
Regalis
2017-05-30 19:26:12 +03:00
4651e666bf
All Powered components of an item are taken into account in grid power/load calculations, not just the first one
Regalis
2017-05-30 17:04:14 +03:00
7910b13120
Hulls, gaps, structures & waypoints implement ShallowRemove (= a method that's used to remove entities without severing links between them when copypasting).
Regalis
2017-05-29 19:49:58 +03:00
9281795866
Null reference fixes
Regalis
2017-05-29 18:41:56 +03:00
52daeea109
Fixed limb lightsource flipping (or actually disabled flipping altogether and just made the lightsource follow the rotation of the limb)
Regalis
2017-05-29 18:41:36 +03:00
4a94f12c8b
Item list is manually cleared if there are items left after unloading a sub.
Regalis
2017-05-29 17:59:24 +03:00
33b3e5374b
Fixed a null exception if the server log UI hasn't been opened and the max number of lines is reached
Regalis
2017-05-29 17:15:16 +03:00
b81ab4a480
Fixed a null exception in AIObjectiveFindSafety
Regalis
2017-05-29 17:09:15 +03:00
744e2bd031
Fixed characters walking slightly above the floor
Regalis
2017-05-28 22:37:24 +03:00
dc80ee810c
Separate servelog message type for inventory usage
Regalis
2017-05-28 22:36:55 +03:00
b7518fa812
Item connections are cached in the Item constructor instead of OnMapLoaded (-> buttons created mid-round work now)
Regalis
2017-05-26 20:03:38 +03:00
09785184b3
Speech bubbles aren't shown above dead characters
Regalis
2017-05-26 19:43:55 +03:00
9a7a4e22fb
Charybdis collider fix
Regalis
2017-05-25 18:27:57 +03:00
c40c3a1a98
Clients don't modify the colors of the texts in the netlobby sub list, only their alpha
Regalis
2017-05-25 18:27:47 +03:00
44349b97b0
Fixed a null exception when a dragged character is removed
Regalis
2017-05-25 17:05:28 +03:00
6223861f7a
Fixed clients' characters deselecting items when a status networkevent is received from the server
Regalis
2017-05-24 19:27:51 +03:00
d6c700b535
Spawning extra cargo
Regalis
2017-05-24 18:43:21 +03:00
024094cfba
Enemies can attack each other
Regalis
2017-05-24 17:39:02 +03:00
8b4b35e84b
Changelog update, stuff
Regalis
2017-05-24 17:38:26 +03:00
4d0a6677e9
Server notifies clients when an OnFire statuseffect causes an item to break (-> clients can see oxygen/fuel tanks exploding again)
Regalis
2017-05-24 17:13:56 +03:00
3183c9fb03
Sounds can take over an audio channel that's playing at a lower volume if no free channels are found
Regalis
2017-05-23 20:02:46 +03:00
c2b6632877
Server sends position updates for items when their sleep state changes, removed some redundancies from item update methods
Regalis
2017-05-23 18:45:59 +03:00
b6a62eebae
Item selection syncing fix
Regalis
2017-05-23 17:36:45 +03:00
c049f2052e
Heal & revive commands can be used on clients' characters
Regalis
2017-05-22 20:30:51 +03:00
93940ff5a8
- AI crew can avoid firesources in nearby hulls, not just the one they're currently inside - fixed fires, oxygen and water level not being taken into account in path cost calculations - particle collision fix
Regalis
2017-05-20 17:11:33 +03:00
53bfbb3ea7
Fixed stack overflow when attempting to cancel a file transfer client-side
Regalis
2017-05-20 15:35:55 +03:00
e3b595b9e0
Cleanup (removing unused variables & other redundancies, rethrowing exceptions instead of wrapping them in a new exception instance)
Regalis
2017-05-20 15:35:13 +03:00
89bd2b1a98
Improved particle collision logic: - checking if any of the extents of the particle collide with the edges of the hull, instead of just checking if a position in the direction the particle is heading is outside the hull - separate fields for friction and restitution
Regalis
2017-05-18 20:03:58 +03:00
2aa0f3ac15
Updated changelog (WIP)
Regalis
2017-05-18 18:30:07 +03:00
1b17372f92
Clients update item rects when a position update is received from the server
Regalis
2017-05-17 20:44:53 +03:00
7f96873256
Fixed mission-related messages being logged as errors, connection errors when fetching server lists are shown as message boxes instead of logging into the debug console
Regalis
2017-05-17 19:27:41 +03:00
9c1a76707f
conflict fix
Regalis
2017-05-17 18:56:45 +03:00
095054182e
Merge branch 'master' into new-netcode
Regalis
2017-05-17 18:51:22 +03:00
0aca8dbf9d
Humanoid animations work better on uneven floors (e.g. "fake stairs" made from wall pieces).
Regalis
2017-05-11 21:30:33 +03:00
1d3da3e70b
Fixed clients being unable to toggle doors when they've predicted the state of the door and waiting for a confirmation from the server, reading a position update for an item with no body doesn't throw an exception
Regalis
2017-05-10 21:19:10 +03:00
ad90cf804d
- respawn, fabricator & deconstructor logging - fixed listbox child hiding 4 real now - dockingport logging fix (name of the sub instead of submarine.ToString)
Regalis
2017-05-09 21:39:39 +03:00
63b5ad1821
Friendlier serverlog message type labels
Regalis
2017-05-09 21:07:29 +03:00
d0065cdd97
Having a hidden child in a listbox doesn't prevent successive children from being rendered, server log can be filtered by message type
Regalis
2017-05-09 21:02:42 +03:00
c2d918073e
Serverlog message types (which atm only determine the color of the message)
Regalis
2017-05-09 19:56:12 +03:00
bee570e2e3
- the server log view is not cleared when saving the log (but old messages are removed when going over the max number of lines) - log can be viewed in the server lobby, not just in-game - logging pump, reactor & battery state usage - GUIListBox.MouseRect doesn't return an empty rect anymore -> listboxes without selectable content can be scrolled with the mouse wheel
Regalis
2017-05-08 21:30:54 +03:00
7dad837733
Server limits chatmessage length and the number of chatmessages written in one packet
Regalis
2017-05-08 19:06:05 +03:00
dd1682d965
Ancient weapons can be used as railgun shells
Regalis
2017-05-08 18:43:24 +03:00
fec8974dd3
"Are you sure" prompt when trying to delete subs in the editor
Regalis
2017-05-08 18:40:58 +03:00
152a92e600
Server removes events if no clients are playing. Otherwise the server would keep creating new events indefinitely and midround-joining clients would instantly get kicked out because they're missing very old events.
Regalis
2017-05-05 00:14:30 +03:00
e0f7f429e5
New sonar overlay image
Regalis
2017-05-04 20:57:06 +03:00
464078e565
Clients can't send wire positions to the server
Regalis
2017-05-03 21:28:09 +03:00
00bbd1d607
Sonar tweaking
Regalis
2017-05-03 20:58:48 +03:00
043c2fbc5e
Moved TotalElapsedTime from GameMain to the Timing class
Regalis
2017-05-03 19:15:43 +03:00
ba49f59204
Some cleanup (mostly removing redundancies from the GameMain class)
Regalis
2017-05-03 00:27:13 +03:00
39ddd63e0c
Removed references to GameMain from GUIListBox & GUITextBlock (-> launcher works again)
Regalis
2017-05-02 23:39:09 +03:00
ab4e8cee83
The server ignores lastRecvIDs in SYNC_IDS messages if the IDs aren't valid (earlier than the client's previous ID, or more recent than the newest ID).
Regalis
2017-05-02 22:43:48 +03:00