d2c17274fe
GUI elements now respect render order + some minor distance comparison optimization
juanjp600
2016-11-15 22:26:36 -03:00
184c6858cd
Removing orphans in PathFinder.GenerateNodes, fixed autopilot steering the wrong way if clicking an already selected destination tickbox
Regalis
2016-11-15 20:48:52 +02:00
642a1bdd54
Disabled the "infinite walls" at the edges of the level (don't work correctly with multiple subs), the barrier at the top of the level can't be passed through when outside the borders of the level
Regalis
2016-11-15 19:56:00 +02:00
f7a9a77721
Some debug assertions to help figure out the cause for the body.FixtureList==null & GetHullsInRange crash reports
Regalis
2016-11-15 19:53:25 +02:00
dd5eb69875
Fixed respawned characters getting a different team ID than the rest of the characters (causing them to be displayed as a separate team in the crew menu)
Regalis
2016-11-14 20:09:37 +02:00
3c57b9d945
Fixed particle velocity being set to { NaN, NaN } if drag is applied when velocity is almost zero
Regalis
2016-11-14 18:16:30 +02:00
335bf00890
Entity removal fixes
Regalis
2016-11-14 17:52:26 +02:00
0c9a55e9e0
- server doesn't create a new EntityEvent if there's a duplicate event waiting to be sent - hull, radar, steering & pump syncing
Regalis
2016-11-14 16:58:21 +02:00
b86231170f
Fixed selectionrect becoming active when moving entities in the editor, null check in ConnectionPanel.UpdateHUD
Regalis
2016-11-14 16:29:15 +02:00
44d87613b9
- setting SelectedConstruction back to null if a client is too far from it (-> selecting items doesn't become impossible after selecting a cabinet/reactor/whatever and moving away from it) - closestItem or closestCharacter aren't checked unless the client pressed Select
Regalis
2016-11-13 21:13:18 +02:00
3d234aef73
Sending NetEntityEvents from client to server, ItemComponent class doesn't implement the INetSerializable interfaces (only the derived classes do), reactor syncing
Regalis
2016-11-13 19:34:23 +02:00
724172fe7c
Server doesn't attempt to resend unacked EntityEvents until Connection.AverageRoundTripTime has passed
Regalis
2016-11-13 14:45:00 +02:00
498c72c64a
Server sends ServerEntityEvents to clients, NetEntityEvents can contain an object array which will be passed to the serializable entity (now only used for ItemComponent indices)
Regalis
2016-11-13 13:56:48 +02:00
c314b37029
Some classes for syncing entity state changes. Similar to the NetworkEvents in the old netcode, but the logic is split into separate classes which prevent the server from reading updates for entities that aren't IClientSerializable.
Regalis
2016-11-12 20:56:06 +02:00
c2098f06f8
Removed a redundant DrawRectangle method & redundant sub visibility culling in GameScreen
Regalis
2016-11-12 18:29:39 +02:00
0353732e7e
Fixed highlighting items when highlighting a wire in a connection panel
Regalis
2016-11-12 18:26:47 +02:00
7fa660d38e
Wires can be cloned and moved if both items it's connected to are selected
Regalis
2016-11-12 15:51:46 +02:00
d403b38440
Hull, Gap & WayPoint cloning, equipped items are removed when switching from character mode to wiring or mode or vice versa
Regalis
2016-11-12 15:44:02 +02:00
0aa4b7a93d
Copy, paste & cut functionality in the editor
Regalis
2016-11-11 17:58:14 +02:00
e6b2919877
Items/structures can be copied by holding ctrl in the editor
Regalis
2016-11-11 17:37:03 +02:00
96cedd67f1
ItemComponents that don't implement the IDrawableComponent interface can't be added to the list of drawable components, pickTimer is ignored when deattaching items from the walls in the editor
Regalis
2016-11-11 17:34:21 +02:00
392bc13258
Removed case check from CharacterInfo because it corrects itself
juanjp600
2016-11-10 21:58:35 -03:00
0e9c20c666
Case-sensitivity checks on Windows
juanjp600
2016-11-10 21:45:59 -03:00
b4515367f2
v0.5.3.4
Regalis
2016-11-10 21:02:35 +02:00
b371e8d600
Made the tutorial a bit easier: the windows broken by the moloch leak much more slowly and pressure doesn't reach lethal levels in the command room
Regalis
2016-11-10 19:54:13 +02:00
e6356a7516
Updating wire sections when moving nodes in the editor
Regalis
2016-11-10 19:44:48 +02:00
8a8b9ca0fc
Re-registering to master server if the server has timed out
Regalis
2016-11-10 19:44:19 +02:00
a18630c0b3
Fixed tutorial sub spawning twice
Regalis
2016-11-10 19:34:47 +02:00
8d1db582ad
Fixed flickering lights
Regalis
2016-11-10 17:46:46 +02:00
4bb8531775
Moving dummycharacter collider to cursor pos in the editor (-> dropped items are positioned correctly)
Regalis
2016-11-10 17:21:30 +02:00
50a770a2a6
v0.5.3.3
Regalis
2016-11-09 21:01:38 +02:00
f3bea2702b
TigerThresher -> Tigerthresher
Regalis
2016-11-09 20:00:31 +02:00
17a7cb70ed
Resetting character position to the server pos if the difference between the positions is large enough
Regalis
2016-11-09 19:58:05 +02:00
e1c2cd4d53
Networked characters can climb ladders without joining the Europan Space Program
Regalis
2016-11-09 18:17:04 +02:00
ac65a431a8
Merge branch 'master' into new-netcode
Regalis
2016-11-09 17:58:56 +02:00
9eaca68cea
Clients move their saved local positions if they don't match the servers position (instead of immediately snapping to the latest server position)
Regalis
2016-11-09 17:43:23 +02:00
d017817878
Updating wire sections if the wires are moved during loading
Regalis
2016-11-09 16:23:48 +02:00
e3cd19b781
Wire rendering optimization (angles & distances between nodes are only calculated when adding/removing nodes)
Regalis
2016-11-08 22:22:49 +02:00
adf19869c2
- ItemContainers whose bodies are disabled don't set the positions of the contained items each frame (only once when the item is placed in the container) - ItemContainers maintain a list of statuseffects that need to be applied on the contained items instead of constantly rechecking each item - deactivating ItemContainers if they have no body and there are no statuseffects to apply
Regalis
2016-11-08 21:22:09 +02:00
1617cd8f7a
Item/statuseffect optimization: - PowerTransfer components cache power connections instead of rechecking them every frame - items store connections in a dictionary with the name of the connection as a key (-> finding the correct connection when sending a signal is more efficient) - storing item tags & StatusEffect targetNames in HashSets
Regalis
2016-11-08 21:14:29 +02:00
1dc08b3019
Added collider to humanhusk.xml, disabled the "zoom effect" when under pressure as a huskified human
Regalis
2016-11-08 20:15:59 +02:00
cd5c72eff2
Number of children in the debugconsole listbox limited to 200 (prevents framerate drop if adding tons of messages)
Regalis
2016-11-07 20:45:23 +02:00
f412a8334b
v0.5.3.2
Regalis
2016-11-07 19:48:37 +02:00
f259f3fba4
Limiting character movement when collider isn't upright (can't run at full speed if lodged in some tight space), hack-ish way of moving the collider of a character that's being dragged
Regalis
2016-11-07 18:52:36 +02:00
8c3c6355a4
Larger coelanth collider, increased charybdis' attack range
Regalis
2016-11-07 18:47:40 +02:00
f4a942414d
More efficient culling, workaround for null exception in CombatMission.GetTeamName
Regalis
2016-11-06 19:41:32 +02:00
bddc673fed
Mapentity visibility culling based on their parent sub (-> subs outside the camera view aren't rendered)
Regalis
2016-11-06 18:59:05 +02:00
de3966ae95
- character colliders stay enabled when the character is unconscious/stunned (prevents getting stuck inside walls when the collider is re-enabled) - can't climb over obstacles if the contact point is above the center of the character collider - higher "obstacle climbing velocity" - limiting collider velocity when dragging another character
Regalis
2016-11-06 18:56:03 +02:00
160eff85d0
Input fast-forward/catchup when standing still for 15 frames
juanjp600
2016-11-06 13:43:53 -03:00
92985f3ed9
Position updates not sent for subs docked to the second main sub
Regalis
2016-11-06 16:56:05 +02:00
e15f5f5040
Moving a wire outside the sub doesn't reset connections or nodes in the editor
Regalis
2016-11-06 15:58:34 +02:00
fa6bf60032
Combat missions don't reset the "allow respawn" setting
Regalis
2016-11-06 15:57:28 +02:00
fae2dc2536
Can compile again
juanjp600
2016-11-05 18:55:11 -03:00
a32198ff80
v0.5.3.1
Regalis
2016-11-04 16:27:53 +02:00
1e61e815b8
Changes for linux version
Regalis
2016-11-03 20:11:56 +02:00
c3b3d57b57
Fixed brainfart, asserting that structure and wallsection rects have non-negative dimensions
Regalis
2016-11-03 19:09:14 +02:00
505b4f5f1a
The sprites of structures with no body are flipped correctly
Regalis
2016-11-03 18:24:03 +02:00
8f646a2723
- fixed dummy location generation crashing the tutorial - gameserver handles exceptions thrown when instantiating a new gamesession - fixed screwdrivers (and other items that can be held in either hand) going into both hand slots when equipping by double clicking
Regalis
2016-11-03 18:22:45 +02:00
799efd8474
- attempt to fix "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" exceptions (the game tries forcing focus to the window and running GameMain again, and if that doesn't help, disables hardware mode switching) - messages can be added to debugconsole before it's initialized
Regalis
2016-11-02 20:38:55 +02:00
8011aecb31
Autorestart countdown is reset and the start button re-enabled if an exception is thrown when starting a new round, "restarting in X seconds" clamped over 0, added resolution & window mode to crash reports
Regalis
2016-11-02 18:00:37 +02:00
95937694f4
Colliders can "climb" over small obstacles
Regalis
2016-11-02 16:11:04 +02:00
3cc807605e
Wires can be dragged from a connection panel to the inventory without dropping them, wire connections & nodes are cleared when taking the wire outside
Regalis
2016-11-02 14:40:05 +02:00
19683e749d
Waypoint generation fix (submarine collider is ignored when doing visibility checks), regenerated waypoints in vanilla subs
Regalis
2016-11-01 19:06:33 +02:00
1b818b6422
Fixed timestep logic is disabled during loading (less choppy loading screens & no pause at the start of the game), damageable structures visible in LOS again, footstep sound tweaking
Regalis
2016-11-01 19:05:09 +02:00
9b29c52a1b
Removed redundant data from AICharacter update messages, fixed startlocation name being shown for endlocation on nav terminals
Regalis
2016-10-31 21:01:01 +02:00
eb2c51c2f1
Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method)
Regalis
2016-10-31 20:35:04 +02:00
5cc605bc01
Dust particles are drawn in the same batch as the background sprites (-> far-away particles are rendered behind the sprites), limiting character name length in the crew info menu, the "submarine not found in your folder" -tooltip is updated after downloading a sub file
Regalis
2016-10-29 15:38:29 +03:00
72178d4b1f
Fabricator UI shows item descriptions and items that can't be fabricated are grayed out, added a couple of new fabricable items
Regalis
2016-10-28 19:47:45 +03:00
48c07cfce5
- doors aren't ignored when checking visibility during waypoint generation or when finding a starting node for a path - AICharacter will mark their path unreachable if their path is blocked by a door they cant open (may happen if someone closes the door after calculating the path) - fixed exception when creating a Steering component when there's no active GameSession (i.e. in the editor)
Regalis
2016-10-27 21:18:45 +03:00
81ed90abf4
Fixed a bunch of items being rendered over water
Regalis
2016-10-27 21:13:24 +03:00
0422beebde
Small optimization: structures that haven't taken damage aren't rendered using the damage shader
Regalis
2016-10-27 19:39:07 +03:00
2f3d3ba9ea
LOS color is based on ambient light, added a parallax effect to background particles
Regalis
2016-10-27 18:41:00 +03:00
29ad3d2555
Removed limb impact tolerances from creature configs & added ragdoll-specific impact tolerance
Regalis
2016-10-26 20:20:42 +03:00
282611d0cc
Limiting too long location names in navigation terminals & end shift button
Regalis
2016-10-26 19:48:39 +03:00
980f8e0d33
- option to select which location autopilot navigates towards - generating "dummy locations" for the MP gamesessions (visible in sonar and mission descriptions) - EndGame network message tells the clients if the mission was successful (because the message may arrive before the sub has reached the exit or before some character has died at the client's end)
Regalis
2016-10-26 19:22:40 +03:00
6f9160e4a7
Removing & spawning entities in the same order as the server, EntitySpawner does both removing and spawning
Regalis
2016-10-26 16:44:59 +03:00
df9f89e383
Submarine position syncing
Regalis
2016-10-25 20:50:47 +03:00
182cfb3451
Removed unnecessary memLocalPos stuff
Regalis
2016-10-25 20:20:23 +03:00
62dd055e8d
Merge branch 'master' into animcontroller-overhaul
Regalis
2016-10-25 20:09:25 +03:00
07f8c966ab
Submarine position is synced using the same logic as the characters, AICharacter position syncing
Regalis
2016-10-25 19:01:19 +03:00
ac8edb5b2a
Fixed monster/artifact events being out of sync between the server and the clients
Regalis
2016-10-25 18:58:56 +03:00
c33a4ba5e5
AmbientLightHulls optimization (only spread to adjacent hulls once, not once per every gap between the hulls)
Regalis
2016-10-25 15:40:19 +03:00
a8484e10ff
Unlit LOS effect, IJKL doesn't move the sub when the debug console is open
Regalis
2016-10-23 19:01:46 +03:00
641e579e92
Backported animcontroller-overhaul
Regalis
2016-10-22 15:18:16 +03:00
c144a11119
Merge branch 'master' into animcontroller-overhaul
Regalis
2016-10-22 13:38:25 +03:00
b410a04a86
Fixes
Regalis
2016-10-21 19:55:48 +03:00
bb9b2c6eb7
Fixed inventory getting "stuck" if slots are merged while one of them is selected
Regalis
2016-10-21 18:30:03 +03:00
92b61ee816
Merge branch 'master' into animcontroller-overhaul
Regalis
2016-10-19 21:15:44 +03:00
e2d0e7fe24
Moved collider position correction logic to the physicsbody class (so that it can be used for sub & item syncing), character position msg length is written in bytes instead of bits, misc cleanup/refactoring
Regalis
2016-10-19 19:10:15 +03:00
8cb9450217
CaveGenerator doesn't attempt to create triangles whose area is too small for Farseer to handle
Regalis
2016-10-19 16:55:16 +03:00
813ebc79f4
Updating HUDs of equipped items (= handheld sonars work again)
Regalis
2016-10-19 16:37:44 +03:00
b4389277aa
Collider isn't moved to the position of the main limb when frozen, limb collisions are temporarily disabled if the ragdoll is too far from the collider, some cleanup
Regalis
2016-10-19 16:21:54 +03:00
51a2bf097d
Using update IDs instead of timestamps to correct client-side movement predictions
Regalis
2016-10-19 00:56:24 +03:00
de203cc424
- a WIP attempt to correct the position of the controlled character based on updates from the server - fixed server not being able to move character controllers - renamed IsNetworkPlayer -> IsRemotePlayer
Regalis
2016-10-19 00:15:21 +03:00
6cf6b31594
Ragdoll syncing bugfix
Regalis
2016-10-18 19:04:47 +03:00
9fed308705
InGame update messages include a timestamp which is passed to the ClientRead methods
Regalis
2016-10-18 19:04:32 +03:00