Commit Graph

  • 000975ff5a v0.5.4.3 Regalis 2017-02-21 18:13:21 +02:00
  • c29be7862b Disabled the splash screen in the Linux version (apparently video playback hasn't been implemented in DesktopGL) Regalis 2017-02-20 22:03:58 +02:00
  • 0306c03d00 Tutorial fixes: walls and windows outside the command room are fixed during the same frame they break (to prevent anything from flying out from the railgun room), moloch is forced above the player once the railgun is ready fire Regalis 2017-02-20 21:33:03 +02:00
  • 13a9b7ea88 More accurate velocity in item update messages (+ fixed incorrect message length) Regalis 2017-02-20 20:43:14 +02:00
  • 502211c6a7 Resetting entity event IDs (lastSentToAll & client-specific IDs) when a round ends Regalis 2017-02-20 20:26:12 +02:00
  • 04f86865f7 Changed GUIMessageBox.MessageBoxes from a queue to a list to make it easier to remove messageboxes that aren't currently visible, fixed clients creating multiple "permissions changed" messageboxes if there's another messagebox on the screen Regalis 2017-02-18 15:58:46 +02:00
  • 6c8f5b8999 The server maintains a list of unique EntityEvents created during the round and sends them to clients who join mid-round Regalis 2017-02-18 15:09:13 +02:00
  • 0e66f2a69c Fixed exceptions in ServerEntityEventManager if there are no clients on the server, clients who are in the lobby can't prevent outdated EntityEvents from being removed Regalis 2017-02-18 13:18:48 +02:00
  • 05ce7ac5e9 Changelog update Regalis 2017-02-17 20:11:08 +02:00
  • 68b0f2132a Merge branch 'master' into new-netcode Regalis 2017-02-17 19:31:25 +02:00
  • a5e56f7d4d Hacky fix for monsters getting lodged inside the sub due to tunneling Regalis 2017-02-17 19:28:16 +02:00
  • 99cf438ed7 The lowest point of a character collider is calculated from its AABB (works correctly now even if the collider is rotated, allowing prone characters to be dragged through stairs), dragged characters collide with stairs when climbing up, the AI of unconscious or stunned characters isn't updated Regalis 2017-02-17 19:27:54 +02:00
  • c46856167c Stopped server events that hadn't been sent to everyone from being removed juanjp600 2017-02-16 20:34:29 -03:00
  • ae67be1775 Removing "sent" duplicates when a new event is added juanjp600 2017-02-15 13:48:13 -03:00
  • 7f7ac76484 Merge branch 'master' into new-netcode Regalis 2017-02-13 22:04:28 +02:00
  • bfc22c7b33 Enabling characters when switching control to them (when switching to a disabled far-away monster for example) Regalis 2017-02-13 21:58:27 +02:00
  • 1ea3044fd6 Firesource sound fix Regalis 2017-02-13 21:12:15 +02:00
  • 5871faa2dd Added a few new console commands: disablehud, lockx & locky (disables submarine movement on the respective axis), followsub (toggles whether the camera moves with the subs) Regalis 2017-02-13 16:23:28 +02:00
  • 52bf73722f ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side) Regalis 2017-02-09 18:56:28 +02:00
  • 1f16bef01c Interpolating item drawRotation in the "shortest direction" (prevents twitching if the rotation changes e.g. from -0.1f to PI*2), physicsbodies are lerped towards their targetposition at a constant speed Regalis 2017-02-09 00:01:01 +02:00
  • 4c5da19ab4 Clients predict the state of a door when a signal is received (and revert back to the correct state if no verification is received from the server in 1 sec) Regalis 2017-02-08 19:56:42 +02:00
  • 304c67f904 EntityEvent type written into item update messages using WriteRangedInteger, item position updates include the velocity of the item Regalis 2017-02-07 21:18:22 +02:00
  • e2a872ad90 Fixed ItemContainer not setting the position of a contained item when it's placed in the ItemInventory, minor refactoring Regalis 2017-02-07 20:47:24 +02:00
  • d46207916f Server doesn't send character position updates to far-away clients, clients disable characters if they haven't received position updates in a while Regalis 2017-02-07 18:59:25 +02:00
  • b98ebe6e21 Readded client permissions Regalis 2017-02-06 21:07:24 +02:00
  • 462a8b5da8 Changed character update IDs from uint to ushort Regalis 2017-02-06 16:24:11 +02:00
  • 4b8d1054b1 Changed lobby & chatMsg IDs to from uint to ushort, added a utility class that handles the wrap around of IDs Regalis 2017-02-05 22:55:19 +02:00
  • 9bda79036a - server doesn't send the STARTGAME message to all clients when someone joins mid-round - team ID is included in character spawn messages even if no-one is controlling the character anymore - living characters are taken into account when assigning jobs for respawned characters (e.g. there can't be two captains alive at the same time) Regalis 2017-02-05 21:58:31 +02:00
  • 7f661ce362 Fixed a brainfart in property saving (i.e. saveable but non-editable properties not being saved) Regalis 2017-02-05 18:42:17 +02:00
  • b375422c4e "Undertow games" splashscreen Regalis 2017-02-04 16:51:09 +02:00
  • 89e881cb57 Readded voting (submarine, mode, end round & kick) Regalis 2017-02-04 16:44:46 +02:00
  • b5bac67c4a WIP item position syncing Regalis 2017-02-02 20:40:58 +02:00
  • 39f977535d Fixed ragdolls colliding with stairs when swimming even if not steering upwards, AI steering fixes Regalis 2017-02-02 20:39:51 +02:00
  • 32d7be07ee ClosestCharacter is saved into NetInputMem (clients can drag characters again) Regalis 2017-02-02 19:24:42 +02:00
  • 7674647928 Clients don't apply a received inventory state on the inventory until >1 second has passed since they sent their local state (prevents the inventory from briefly reverting to an old state if items are moved around in quick succession) Regalis 2017-02-02 18:24:45 +02:00
  • 05c5880269 Displaying the names of the connected players in the server lobby Regalis 2017-02-01 18:10:48 +02:00
  • b87e22409a Fixed server setting character LastNetworkUpdateIDs to UInt32.MaxValue Regalis 2017-02-01 18:09:31 +02:00
  • 5a4201c3f2 Character status syncing fix, less frequent stun update messages Regalis 2017-01-31 20:18:11 +02:00
  • b8263d6a90 Removing items from their parent inventory in item.Drop Regalis 2017-01-31 20:11:19 +02:00
  • 0cd2d7a0b9 Readded traitors Regalis 2017-01-30 19:49:13 +02:00
  • 6bbd11630d Fabricator & deconstructor syncing Regalis 2017-01-28 12:40:43 +02:00
  • 0570956e24 Wiring syncing Regalis 2017-01-27 20:59:41 +02:00
  • 4589c2bcfb Syncing changes to ingame editable item properties (light colors etc) Regalis 2017-01-27 18:20:38 +02:00
  • 626e238994 Merge branch 'master' into new-netcode Regalis 2017-01-26 19:57:53 +02:00
  • 5afca48a82 Relinking dockingport hulls to gaps after flipping the sub Regalis 2017-01-26 19:57:21 +02:00
  • fb1f90e226 Fixed docked subs being moved twice when syncing sub position Regalis 2017-01-26 19:04:26 +02:00
  • 15b3dd31a8 Merge branch 'master' into new-netcode Regalis 2017-01-25 20:30:26 +02:00
  • 282c2b75d4 Fixed docking ports disconnecting when a submarine is flipped Regalis 2017-01-25 20:30:08 +02:00
  • e27fa1c7ee Readded team assignment logic Regalis 2017-01-15 20:39:06 +02:00
  • b0231105a2 Reimplemented private chat messages Regalis 2017-01-15 17:49:31 +02:00
  • 8f50cca026 Syncing StatusEffects applied by meleeweapons or using an item on self Regalis 2017-01-15 14:49:15 +02:00
  • f7ac98ab5f Broken items can be repaired, fixed clients never removing firesources (causing the lights to stay after the flames have been extinguished) Regalis 2017-01-14 20:30:46 +02:00
  • bd7766d3e7 Server clears EntityEventManager before starting a new round, not just when ending it (fixes events breaking during the next round if an item created an event when unloading the previous sub) + some additional error checks Regalis 2017-01-14 20:26:41 +02:00
  • 6252db7928 - fixed server validating its own name instead of the name of a client who's logging in - clients automatically reconnect to the server when the connection is lost and return back to server list if they fail to reconnect - showing the error msg as a GUIMessageBox and returning to main menu if starting a server fails Regalis 2017-01-14 16:57:47 +02:00
  • fdbdf9638f Fixed railgun aiming, fixed EntityEvent not being sent if a character is killed by something else than health dropping to zero Regalis 2017-01-14 14:45:19 +02:00
  • 9b03b2bcc1 Server ignores UPDATE_INGAME messages if the game isn't running, server doesn't set any of the clients' lastRecvIDs above the ID of the latest chatMsg/event/etc (clients can't have received something the server hasn't sent yet) Regalis 2017-01-13 18:07:00 +02:00
  • fecb7bee9a Syncing attack input Regalis 2017-01-13 17:53:40 +02:00
  • 08053bec85 Clients can join the game mid-round Regalis 2017-01-12 20:41:21 +02:00
  • 81f3d24070 DockingPort syncing Regalis 2017-01-12 18:03:52 +02:00
  • ed675dc75e Lobby update ID isn't included in ingame update messages, resetting lastRecvGeneralUpdate in InitClientSync Regalis 2017-01-11 23:37:30 +02:00
  • 037bd09c2c - clients ignore lobby updates if they already received a more up-to-date one - server tells clients their ID in the first lobby update - clients take control of a spawned character if their ID matches the ownerID of the character (-> respawning works now) Regalis 2017-01-11 21:31:19 +02:00
  • dc3885a2da Server doesn't un-freezes characters that are stunned, unconscious or dead, or controlled by the host Regalis 2017-01-11 21:24:03 +02:00
  • 8a9b322b78 Clients can create firesources if server tells them to, extinguishing fixes Regalis 2017-01-11 18:02:24 +02:00
  • b9006983e4 Item condition syncing Regalis 2017-01-11 18:01:07 +02:00
  • 3041138f03 Inventory.TryPutItem doesn't put an item in the inventory (or create a NetEntityEvent) if the item is already in it Regalis 2017-01-10 20:50:31 +02:00
  • df59f0d089 Fixed speech bubbles, server sends the ID of a speaking character instead of the name Regalis 2017-01-10 18:40:12 +02:00
  • 81c3641d97 Optimized mouse position syncing from server to clients, removed a redundant WritePadBits from Character.ServerWrite Regalis 2017-01-10 00:07:09 +02:00
  • 72eb2aa769 Tiny optimization Regalis 2017-01-09 21:39:39 +02:00
  • b35b683cd8 Removed Select debug code juanjp600 2017-01-09 15:09:26 -03:00
  • 34c2ccf932 Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode juanjp600 2017-01-09 15:06:32 -03:00
  • cfeb720836 Fixed IsKeyHit (ladder climbing being inconsistent) + optimized interaction syncing juanjp600 2017-01-09 15:06:19 -03:00
  • fb0026b4be Removed duplicate selection logic from GUIListBox Regalis 2017-01-09 18:25:26 +02:00
  • ff96f152ce Resetting EntityEvent & EntitySpawner IDs when starting a new round, LOS effect is enabled when a client takes control of a character Regalis 2017-01-09 18:22:37 +02:00
  • a75ef8ee51 Optimized MaxVal juanjp600 2017-01-08 12:45:44 -03:00
  • 073def094f Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode juanjp600 2017-01-08 12:30:56 -03:00
  • 4b868fc09d Constant error correction + fixed standing catchup juanjp600 2017-01-08 12:20:36 -03:00
  • 05cb5989dc Chat range also affects the server host if they're controlling a character, fixed missing sender names in the server lobby Regalis 2017-01-07 20:24:01 +02:00
  • 6747faae3d Clients can't make their character immortal by not sending inputs, clients don't implode their characters unless the server says so Regalis 2017-01-07 19:25:22 +02:00
  • 402c745fc3 Reimplemented chat range & radio messages. Each client now has their own chatMsgQueue, so all chat messages don't have to be sent to all clients. Regalis 2017-01-07 19:22:48 +02:00
  • 44cbd0d9bf Fixed AI characters constantly flipping over the X-axis when inside, fixed clients not receiving a msg about characters spawned by RespawnManager Regalis 2017-01-07 16:51:51 +02:00
  • 6364915353 Fixed incorrect msg lengths in CHARACTER_POSITION messages (+ calculating the length automatically) Regalis 2017-01-07 16:11:50 +02:00
  • 629df6aab3 HuskInfection unsubscribes from the OnDeath event when the infection is cured (-> cured characters don't turn into husks when they die) Regalis 2017-01-07 14:45:17 +02:00
  • a5f0d1d7da Fixed editable item properties not being saved if the property is also marked with a non-saveable HasDefaultValue attribute Regalis 2017-01-07 14:37:03 +02:00
  • 7dc474dab4 Actually round movement.X down to zero juanjp600 2017-01-06 16:05:23 -03:00
  • f453980ace Replaced isStillCountdown with a speed check for server catch-up juanjp600 2017-01-06 14:09:06 -03:00
  • 5d83a33876 Notifying clients when the round ends Regalis 2017-01-06 19:06:11 +02:00
  • 65d64af041 Server reads CHARACTER_INPUT messages even if the client isn't allowed to move (but ignores the inputs), otherwise it would fail to read the rest of the packet Regalis 2017-01-06 18:19:51 +02:00
  • 2a7ef5dd84 Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode Regalis 2017-01-06 17:43:40 +02:00
  • 80e743916a Character death syncing, characters don't reselect items when they receive a network msg about an item they have already selected Regalis 2017-01-06 17:43:18 +02:00
  • 5b4d6120ff Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode juanjp600 2017-01-05 22:37:45 -03:00
  • 0569a665f4 Fixed a server-side off-by-one error in the player input IDs juanjp600 2017-01-05 22:37:14 -03:00
  • beac45458e Transforming received in-sub mouse coordinates to outside coordinates if the character is outside and vice versa, HiddenSubPosition fix (can't use Level.Loaded to find the top of the level because the level isn't loaded yet) Regalis 2017-01-05 19:07:18 +02:00
  • 518eea746e Transforming in-sub MemPos/MemLocalPos coordinates to outside coordinates if the character is outside and vice versa, server doesn't start sending ingame updates until they receive the first ingame update message from the client (no need to send updates while the client is loading or if they fail to start the round) Regalis 2017-01-05 18:16:58 +02:00
  • ba4ee843f3 Syncing character/construction selection Regalis 2017-01-04 21:37:19 +02:00
  • 7a40658fba derp Regalis 2017-01-04 20:46:51 +02:00
  • 179079b91c Clients can't set the health or stun timer of a character unless they receive a msg from the server Regalis 2017-01-03 23:52:15 +02:00
  • bb685019a2 Fixes to unconscious character pos syncing: - main limb is anchored to collider - server ignores inputs from unconscious characters and doesn't freeze them - using timestamp-based interpolation on the client's own character instead of IDs Regalis 2017-01-03 23:49:37 +02:00
  • 1eea373117 NetEntityEvent fixes: - comparing event data equality with Object.Equals instead of == because == returns false for boxed value types - fixed old unacked messages not being resent if there are newer unacked messages that have been resent less than 1.5 * RTT ago Regalis 2017-01-03 20:10:03 +02:00
  • 1fb15f5589 The collider position of the controlled character is synced with the same interpolation logic as the rest of the characters when unconscious/stunned (todo: make the ragdoll follow the collider even when unconscious/dead/stunned) Regalis 2017-01-02 22:40:00 +02:00
  • c318e629ff Health, bleeding, oxygen & stun syncing, sending aim and use inputs and cursor positions to clients so other players will be able to see when someone is shooting, hitting with a wrench etc Regalis 2017-01-02 22:12:50 +02:00