9c07038fef
Cleanup
Regalis
2017-01-01 23:21:29 +02:00
e358ea9917
MonsterEvents and ArtifactEvents spawn the monsters/items during initialization instead of waiting for the round to start (prevents entity ID mismatches if a client starts the event before receiving a message about something the server has spawned)
Regalis
2017-01-01 23:14:24 +02:00
a2d6b4890e
Updated to the latest version of NVorbis, fixed OggStream.Empty() failing to unqueue buffers when quitting due to a modified ALHelper.Check method that doesn't throw an exception on error
Regalis
2016-12-31 14:49:43 +02:00
9a69126b1c
Fixed OnMapLoaded not being called on MapEntities that don't belong to any sub (due to this, gaps weren't created on doors in alien ruins until the game starts running, which occasionally caused entity ID mismatches between clients and the server), changelog update
Regalis
2016-12-31 13:26:50 +02:00
1bba276949
Fixed OnMapLoaded not being called on MapEntities that don't belong to any sub (due to this, gaps weren't created on doors in alien ruins until the game starts running, which occasionally caused entity ID mismatches between clients and the server)
Regalis
2016-12-30 18:01:15 +02:00
1f07b18e5b
Merge branch 'master' into new-netcode
Regalis
2016-12-29 22:18:27 +02:00
020aac55ea
AICharacter position syncing
Regalis
2016-12-29 22:01:50 +02:00
98183c47fb
Syncing aim & use inputs (i.e. left and right click)
Regalis
2016-12-28 22:33:43 +02:00
12b7290bad
Fixed Ragdoll.HeadInWater not being set to true if the character is inside a water-filled hull but the head is outside the sub, HUDProgressBars aren't created when a non-controlled character repairs something
Regalis
2016-12-28 20:00:40 +02:00
49d4108eeb
Fixed character colliders sinking/floating away when using a railgun controller underwater
Regalis
2016-12-28 19:56:52 +02:00
511bcdca22
Using enum flags instead of direct hex values for inputs
juanjp600
2016-12-24 09:01:11 -03:00
c3d29e41ad
Additional null check in Wire Update, stopping paused sounds before deleting them (prevents an OpenAL error when switching to sub editor when the mainmenu drone sound is playing)
Regalis
2016-12-21 20:35:38 +02:00
c01ac33e1d
Option to configure damage sounds for structures with a specific tag, some new sounds
Regalis
2016-12-21 00:07:25 +02:00
32c7edba1c
Explosion damage calculations take the size of the limbs into account (e.g. it's possible to damage endworms with explosives that have a damage radius less than 600)
Regalis
2016-12-20 19:28:25 +02:00
dd46ce1d98
Adjusting submarine spawnposition if the sub (or any docked subs) intersect with walls
Regalis
2016-12-20 16:11:47 +02:00
5e8a01636e
Fixed exception when trying to remove a limb with no sprite
Regalis
2016-12-20 16:10:47 +02:00
ede1dd58a0
New enemy (concept & sounds by Omniary)
Regalis
2016-12-17 15:17:09 +02:00
311f388358
Limbs with no sprite don't cause the game to crash anymore, lightsources attached to a limb are drawn at the interpolated position (= DrawPosition) of the limb, lightTexture origin is flipped on the X-axis when parent limb flips
Regalis
2016-12-17 14:24:54 +02:00
b01b38da68
Bunch of new sounds by Omniary, some charactersound & soundplayer refactoring
Regalis
2016-12-15 21:42:15 +02:00
3797233839
v0.5.4.2
Regalis
2016-12-14 21:00:13 +02:00
5db3315bf3
The "check updates" tickbox in the launcher can be clicked again, nicer changelog formatting in the launcher, setting kb focus to the item searchbox in sub editor automatically
Regalis
2016-12-14 19:53:06 +02:00
d6ba825baf
Wire nodes can't be moved when editing wire connections, all mapentities are deselected when toggling wiring/character mode
Regalis
2016-12-14 18:09:29 +02:00
0e1c94e928
Resyncing netlobby if starting a shift fails (-> autorestart timer resets also at the clients' end)
Regalis
2016-12-14 17:48:17 +02:00
d7ed27381f
List of linkable subs in the editor is refreshed after saving a new sub
Regalis
2016-12-14 17:00:09 +02:00
a2f19a3b16
The size of the docked subs is taken into account when generating the level
Regalis
2016-12-13 23:21:47 +02:00
2ef7c2f996
Preventing ruins from spanning above the top of the level
Regalis
2016-12-13 23:14:41 +02:00
40c28a11de
Docked subs are forced to correct positions during loading and the docking is "locked" (subs won't get stuck inside each other even if the linked sub is placed incorrectly in the editor)
Regalis
2016-12-13 23:11:13 +02:00
73eb6a2f1b
Pausing all sounds when switching to editor screen, temp save folder is cleared before saving (fixes unnecessary files being included in saves)
Regalis
2016-12-13 23:10:52 +02:00
6a189c6ec4
Fix for "collection was modified" exceptions when removing entities using delete or Ctrl+X
Regalis
2016-12-12 15:01:50 +02:00
f9ea876edf
- sub list in the main menu is refreshed when MainMenuScreen is selected (-> downloaded and newly created subs appear in the list) - fixed "editing menu" not disappearing after an entity is removed in the editor - debugconsole textbox is automatically selected when opening the console - clearing the current gamesession if returning to main menu using the console
Regalis
2016-12-12 14:49:16 +02:00
5241546069
Fixed error message spam if a docking port is linked to another port in the same sub
Regalis
2016-12-12 13:31:26 +02:00
a1d050d307
Keyboard focus is automatically removed from a GUIComponent if it's not in the GUIUpdateList
Regalis
2016-12-12 13:29:41 +02:00
9819c52ced
Fixed null exception if switching to wiring mode while some item is selected
Regalis
2016-12-12 13:28:44 +02:00
272ec4583f
Fixed endless crash messagebox spam if the game fails to resolve a SharpDX exception on startup
Regalis
2016-12-11 22:43:05 +02:00
2871830670
Fixed wire connections & nodes resetting when copypasting them
Regalis
2016-12-11 22:33:15 +02:00
fdf99cddcb
Replaced the solid black color inside wall cells with an ice texture, background ice textures loop better
Regalis
2016-12-11 21:41:24 +02:00
3411448ae8
Submarine position syncing improvements
Regalis
2016-12-10 19:53:35 +02:00
1f454d593e
Inventory syncing, objHeader is passed to the ClientRead/ServerRead methods so they can determine how to read the msg (is it an inventory update, position, input, etc)
Regalis
2016-12-10 16:39:58 +02:00
983c54f4b5
CharacterInventory is moved back to the bottom left corner if selecting a character whose inventory has been moved
Regalis
2016-12-10 13:55:29 +02:00
9192dad6ea
EntityEventManagers wait for 1.5*roundtriptime before resending messages (less unnecessary resends), skipping to the next event in a packet if an exception is thrown while reading an event
Regalis
2016-12-09 20:00:41 +02:00
63ca7254b2
Fixed steering syncing
Regalis
2016-12-09 17:42:52 +02:00
fa712e0102
Checking if a client can access an item in the itemcomponent serialization methods
Regalis
2016-12-09 16:56:17 +02:00
bea523187b
The host can send chat messages, fixed client not being passed to ServerRead methods
Regalis
2016-12-09 16:45:08 +02:00
3eec463f5e
Anim tweaking, simplified (+ non-broken) water drag logic
Regalis
2016-12-09 15:02:48 +02:00
f04ebf1503
Wire IndexOutOfRange fix
Regalis
2016-12-09 14:49:36 +02:00
d95acec6a2
v0.5.4.1 + regenerated waypoints in vanilla subs & FishAnim tweaking
Regalis
2016-12-04 19:21:17 +02:00
8cd04afb80
Tutorial tweaking
Regalis
2016-12-01 17:40:33 +02:00
c6380c3774
Broken junction boxes can't pass power from a box to another (wtf how have I not noticed this)
Regalis
2016-12-01 17:34:02 +02:00
fada49d277
Level generation fix: voronoiCell collision is disabled if any of it's edges intersects with any part of an alien ruin + SalvageMission attempts to place artifacts in artifact holders
Regalis
2016-12-01 16:13:37 +02:00
bf88e2b8de
ItemComponent HUD isn't drawn for ItemComponents that can't be selected
Regalis
2016-12-01 16:11:29 +02:00
a2442bfcb8
Simple MapEntity visibility culling (structures outside the camera view or items with nothing to render aren't drawn)
Regalis
2016-11-30 21:09:11 +02:00
42ff4a0d9a
The equipped wire can be moved from connection to another after connecting it, without having to unequip it first
Regalis
2016-11-30 16:47:36 +02:00
568c909ff0
Improved wire editing logic: - wires have to be selected by clicking before any nodes can be moved - wires can be selected by clicking either the nodes or the sections - new nodes can be added by clicking a section while holding ctrl - the selected wire is drawn on top of all other entities
Regalis
2016-11-30 16:45:21 +02:00
2e2c206d5f
ID-based hull & gap depth sorting
Regalis
2016-11-29 19:21:46 +02:00
e10b3dfef5
Sub editor: zooming not allowed if the cursor is on a GUIComponent, disabled music, limiting item names in the "previously used" listbox
Regalis
2016-11-29 18:32:51 +02:00
0b03b78606
Entities that are behind other entities can be selected using a listbox that appears when hovering the cursor over them, itemcomponent GUIFrames aren't added to GUIUpdateList in sub editor (unless in character mode)
Regalis
2016-11-28 21:27:36 +02:00
d035d3bfb2
Structure depth sorting based on ID (overlapping structures don't "flicker" on top of each other)
Regalis
2016-11-28 17:50:38 +02:00
5779de0e17
Fixed null exception when copypasting entities that can't be linked (e.g. walls), aligning pasted entities to the "world grid"
Regalis
2016-11-28 16:14:50 +02:00
e4744e8385
Resetting EventManager IDs when ending the round, NaN/INF check when setting camera position
Regalis
2016-11-24 20:48:20 +02:00
ffb6ec2000
Fixed server infobox saving
Regalis
2016-11-24 20:40:28 +02:00
deb76d0767
Removed a duplicate line
Regalis
2016-11-24 20:24:01 +02:00
adde3461ea
Merge branch 'master' into new-netcode
Regalis
2016-11-24 19:43:45 +02:00
12f98268b5
Increased character visibility range (how far monsters can see characters from), enemies manually steer towards their target if their steering path is finished or unreachable, mantis tweaking
Regalis
2016-11-24 19:17:49 +02:00
baf6a94e38
Fixed wall damage not being visible if there's only one damaged section
Regalis
2016-11-24 19:15:38 +02:00
9d1d64901a
Pathfinding fixes: - determining if a character is close enough to a waypoint works now, even if the character is too short for its collider to overlap with the wp (e.g. crawlers) - enemies can drop down from platforms - an extra waypoint is placed at the middle of stairs to prevent characters from choosing a waypoint on a platform above the stairs as the starting point of their path
Regalis
2016-11-23 22:20:20 +02:00
9061f0e53a
Water flows more slowly through partially open gaps
Regalis
2016-11-23 21:20:00 +02:00
b773413b45
Fixed items disappearing from copypasted containers if the items have been removed from the original container, cloning links between entities
Regalis
2016-11-23 20:34:41 +02:00
e39ab10a71
Level generation fixes
Regalis
2016-11-23 17:52:23 +02:00
4ad60e77a9
Item.SetContainedItemPositions recursively sets the positions of the items contained inside the contained items (and so on)
Regalis
2016-11-22 18:06:52 +02:00
219f9258e2
v0.5.4.0 + converting parameters of the spawn command to correct case
Regalis
2016-11-22 17:16:59 +02:00
03e55a2040
whoops
Regalis
2016-11-21 18:00:47 +02:00
c3b84ca835
Re-enabled client permission settings in NetLobbyScreen, fixed clients not setting their permissions when receiving PacketTypes.Permissions
Regalis
2016-11-21 17:46:03 +02:00
4cef011131
Hull volume helper is hidden when no hulls are selected, using the HasPermission method for consistency
Regalis
2016-11-21 16:55:56 +02:00
50d706c67b
- changed how PowerContainers determine how much power to provide to the grid, batteries can now match the load of the grid - light-emitting alien structures that hold the artifacts instead of just having the artifacts lay on the floor (can also be used for turning artifacts into power sources if installed in a sub)
Regalis
2016-11-19 14:53:53 +02:00
145abe03f1
Fixed crash with admin command
juanjp600
2016-11-20 22:04:21 -03:00
ba7fcad8f2
Readded special client permissions
juanjp600
2016-11-20 22:01:37 -03:00
7a3bce3973
Hull volume helper in editor + Character name matches client name + Better-looking Watcher light source
juanjp600
2016-11-20 18:47:22 -03:00
2d6196b5f0
Trim spaces from name
juanjp600
2016-11-19 22:15:58 -03:00
a4f00310dc
"Floor check" raycasts ignore platforms/stairs based on the bottom pos of the collider instead of the lowest limb, fixed IndoorsSteeringManager node diff checks
Regalis
2016-11-17 20:00:03 +02:00
089b0dbcee
Water slows down players based on the depth of the water relative to the bottom of the collider
Regalis
2016-11-17 19:16:30 +02:00
bded421366
Added colliderHeightFromFloor to a few places I missed, some more human collider tweaking, correcting collider y position faster
Regalis
2016-11-17 19:06:12 +02:00
adece20072
Collider height from floor can be changed in the xml files, moved human collider a bit higher to allow climbing over roughly waist-high obstacles
Regalis
2016-11-17 18:06:43 +02:00
c25ea7c75f
Fixed collider not taking previous Submarine value on index change
juanjp600
2016-11-16 22:06:10 -03:00
b68be44864
Fixed ragdoll position not being offset on ladder
juanjp600
2016-11-16 21:44:08 -03:00
fac0c850a5
Changes to collider behavior
juanjp600
2016-11-16 21:30:49 -03:00
1c206e1730
Adding CrewManager to GUIUpdateList in single player mode
Regalis
2016-11-16 21:40:13 +02:00
16cf9f6c81
Handling exceptions in particle update, gamesession UI order fix, traitor setting loading fix
Regalis
2016-11-16 20:14:14 +02:00
d37bad2d44
Wire sections are updated after flipping, made the wire node list private and added public methods which ensure that sections are updated when modifying nodes
Regalis
2016-11-16 18:32:18 +02:00
3bd635e3d4
derp
Regalis
2016-11-16 17:40:12 +02:00