Commit Graph

  • 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
  • 62d79aff03 Removed testasd command juanjp600 2016-11-10 21:48:50 -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
  • cd8c927800 Sync InputType.Select juanjp600 2016-11-06 18:15:13 -03:00
  • 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
  • f0acf69065 Merge remote-tracking branch 'barotrauma/master' into new-netcode juanjp600 2016-11-05 18:18:20 -03:00
  • 35dafc4792 Merge remote-tracking branch 'barotrauma/master' into new-netcode juanjp600 2016-11-05 18:09:44 -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