Commit Graph

  • 3c3c530b44 Enemies move faster when attacking/fleeing Joonas Rikkonen 2017-06-13 17:08:23 +03:00
  • 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
  • 0ba11e1fb6 Merge branch 'master' into ai-overhaul Joonas Rikkonen 2017-06-11 20:47:45 +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
  • bf14882136 Merge pull request #10 from CommanderMark/master Joonas Rikkonen 2017-06-11 18:43:40 +03:00
  • 389a9512d9 Removed default Program.cs from BarotraumaServer project juanjp600 2017-06-11 03:58:41 -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
  • 4395179afa v0.6.0.2 Joonas Rikkonen 2017-06-05 21:56:22 +03:00
  • 2433a4d7fb Teleport command can be used on remote players, fixed launcher.csproj Joonas Rikkonen 2017-06-05 21:56:12 +03:00
  • c71af56e78 Added teleport console command Joonas Rikkonen 2017-06-05 20:11:19 +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
  • da3731bae6 Fixed nuclear shells exploding immediately when launched Joonas Rikkonen 2017-06-05 18:11:38 +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
  • 1ec3961fad Merge branch 'master' of https://github.com/Regalis11/barotrauma Regalis 2017-06-04 15:01:23 +03:00
  • 94c6a8ea1b Renamed project folders from Subsurface to Barotrauma Regalis 2017-06-04 15:00:53 +03:00
  • 3ec108b3f7 Added readme.md Joonas Rikkonen 2017-06-04 14:50:25 +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