69933188d6
Ragdoll.SetPosition takes platforms into account if the character isn't ignoring platforms (i.e. forcing a character on top of a platform won't make it fall through it), reaching the top/bottom of a ladder won't make networkplayers fall off, server ignores position updates from dead/unconscious characters, smaller ResetRagdollDistance
Regalis
2016-08-10 19:16:18 +03:00
70dd90f0f8
Respawn shuttle transport duration can be adjusted or set to unlimited (= shuttle won't leave after spawning), subs with the HideInMenus tag aren't shown in menus, respawn info msgs are shown to all players
Regalis
2016-08-08 23:37:11 +03:00
4713f59efb
protip: save the files in VS before commiting
Regalis
2016-08-05 14:07:49 +03:00
9209e093d7
Camera isn't clamped to the top of the level, but there's a black rect that hides everything above the top "wall"
Regalis
2016-08-05 14:06:54 +03:00
d55926a352
Option to choose which submarine to use as the respawn shuttle, submarines can be given "tags" (atm just shuttle and HideInMenu), separate saving window in sub editor
Regalis
2016-08-05 14:06:05 +03:00
581a7d5d9f
Highlighted items glow in the dark, health bars are hidden when health is full, usernames and health bars are drawn at full brightness
Regalis
2016-07-31 19:13:08 +03:00
1a0451d0a8
- items can be equipped/unequipped by double clicking - items inside the respawn shuttle - using the teleport method when moving a character into or out from a sub - removing dropped items from the respawn shuttle when respawning
Regalis
2016-07-29 21:22:08 +03:00
4252f4b9d0
- clients don't spawn character jobitems themselves (item data is written in the StartGame network message) - after receiving a StartGame message, clients will wait until the game is loaded before reading new messages from the server - the Item(prefab, position, submarine) constructor uses the position as the center of the item, not as top-left corner
Regalis
2016-07-29 18:38:42 +03:00
c773320a55
Autopilot can avoid other subs, characters won't go outside in idle state
Regalis
2016-07-28 21:45:35 +03:00
357a853342
A bunch of fixes to syncing clients who join mid-round: - syncing items spawned/removed mid-round - syncing characters spawned mid-round (through the console or by respawning) - making sure that item IDs of the spawned characters match - syncing wall damage
Regalis
2016-07-25 18:48:48 +03:00
6c79a8c568
Syncinc AICharacter inventories (a husk controlled by the host), clients don't try to read physicsbodyposition messages if the item doesn't have a body, control command works even if the character has spaces in the name
Regalis
2016-07-25 18:42:20 +03:00
2490c0eb9d
- fixed Submarine.MainSub not being set in tutorialmode - controllers can effect view distance (-> longer railgun view dist) - fixed removeitem messages not being sent when a fabricator destroys an item - changes to depth damage logic: structures won't take damage until the pressure is above the health of the hull (i.e. weaker structures break first, subs with no windows can go deeper)
Regalis
2016-07-25 18:38:50 +03:00
deb09328e0
Sending the ids of the hulls/gaps in between docking ports to make sure they match between clients, small optimizations to hull networkevents
Regalis
2016-07-25 18:33:44 +03:00
09782be231
- sonar shows the outlines of docked subs (instead of normal sonar blips) - fixed lights not being removed if the same explosion is triggered again before the previous one is finished - fixed electrical shocks from junction boxes stunning nearby players (and not just the player using the jb) - showing restart timer as mins + secs - more server settings
Regalis
2016-07-25 18:30:13 +03:00
dd9b78f8ff
Handling exceptions thrown at any point during coroutine update, not just at Coroutine.MoveNext, dirty workaround for a (rare?) pathfinding bug I haven't been able to reproduce
Regalis
2016-07-21 21:20:21 +03:00
8abea5c0c7
- gameServerSettings refactoring: using ObjectProperties for saving/loading instead of doing it manually - tabs for different types of server settings - moved banlist to server settings - option to select autorestart delay - character name is always the same as client name (less griefing potential)
Regalis
2016-07-21 21:18:09 +03:00
911846acff
- submarines send position updates more frequently when they're moving faster - small AICharacter syncing optimizations - respawning can be disabled in server setting - netstats show the total amount of bytes sent for each networkevent type
Regalis
2016-07-20 17:20:27 +03:00
b81417ad16
Characters can be left behind in levels and they will stay there until the player returns, other subs visible in sonar
Regalis
2016-07-20 17:13:34 +03:00
2bdd6ff916
Multi-sub transition cinematic, linkedsubs don't have to be docked to the main sub when leaving (being at the same exit is enough), resetting item/serverlog listbox scroll when filtering the list
Regalis
2016-07-18 20:37:12 +03:00
c4cc19ea4f
Fixed wires disconnecting when dragging them outside the sub, larger range of wifi channels
Regalis
2016-07-18 20:35:38 +03:00
a4ad91da44
Small pump, added docking ports to all vanilla subs
Regalis
2016-07-18 20:32:54 +03:00
f8fec79785
Parts of the submarine that are left behind in the level will stay there, it's possible to leave the level without the main sub (e.g. in an escape shuttle)
Regalis
2016-07-16 16:14:51 +03:00
8357532fc1
Cargo spawns at the floor of the cargo room, item configs are fetched from the prefab instead of reloading the config files every time when placing an item
Regalis
2016-07-16 16:12:34 +03:00
03a3a156ba
- fixed camera "twitching" when trying to move it above the upper limit of the level - fixed duplicate hulls/gaps being placed at docking ports when saving and loading - fixed linkedsubmarines moving when saving and reloading if the center of the wall vertices isn't he same as the center of the sub - moving docked submarines along with the main sub when syncing the position - characters are killed when the client controlling them disconnects (+ cause of death: disconnected) - fixed the description box in server lobby
Regalis
2016-07-15 17:55:16 +03:00
a5111d33df
Tons of AI + pathfinding bugfixes: - waypoints are created between docked subs and removed when they undock - fixed start waypoint being left out of steering paths - NPCs won't close doors/hatches on themselves - NPCs won't let go of ladders until their feet are above the lower edge of the hull - fixed FindDivingGear "loops": need to find a suit -> need to get to a suit -> need a suit to get to the suit -> need to find a suit... - fixed characters constantly turning from side to side in small rooms - recursive function for finding the button which opens a door (so a button doesn't have to be connected straight to a door for an NPC to be able to open it) - AIObjectiveGetItem keeps searching for more suitable items even if a path to a matching item has been found
Regalis
2016-07-08 20:53:11 +03:00
c8dae18135
- syncing docking ports - linkedsubmarine saving fixes, path can be changed and sub reloaded in editinghub - lightsources don't constantly recheck convex hulls of another sub if subs are docked - position update networkevents arent sent for subs that are docked to the main sub
Regalis
2016-07-06 23:01:51 +03:00
19915fc4e5
- server log and item lists in editor can be filtered - changes to item highlighting logic (easier in cramped subs) - sub name/description boxes and selected items are reset when leaving the editor
Regalis
2016-07-06 18:08:26 +03:00
cd3ecd36e8
Merge branch 'multisub'
Regalis
2016-07-04 17:42:31 +03:00
e74d5adef4
Subs that aren't docked to the main sub aren't saved
Regalis
2016-07-04 17:31:07 +03:00
cafeceb6d2
WIP dockingport/multisub saving in single player mode
Regalis
2016-07-02 14:59:49 +03:00
17197a442d
Water can flow through vertical docking ports
Regalis
2016-06-30 18:37:10 +03:00
aae24b2b2c
Better logic for determining which convex hulls are in the range of a lightsource (separate convexhull lists for each sub)
Regalis
2016-06-30 17:50:02 +03:00
73ff859f33
Added .suo files to gitignore
Regalis
2016-06-29 17:29:04 +03:00
34c6569313
Server can inflict impact damage on clients, character oxygen level syncing bugfix, hulls send a networkevent when oxygen level changes by >=5%, limb velocities aren't reset when receiving a network update
Regalis
2016-06-29 17:26:26 +03:00
3e3ec5a2ef
Fixed fire extinquishers
Regalis
2016-06-27 18:38:11 +03:00
38c5251005
Vertical docking port, docking sounds, water flows properly between horizontally docked hulls, falseoutput of signal check components can be changed, lighting and FOW works between hulls (todo: some logic for determining when to update light.HullsInRange when two subs are moving relative to each other)
Regalis
2016-06-27 17:48:20 +03:00
b04e204dc3
- multiple submarines can be "merged" into one file (to be used as escape vessels etc) - WIP docking ports
Regalis
2016-06-26 14:31:00 +03:00
296c5a14ed
- host can respawn - respawn info texts - camera clamped to the the upper edge of the level - fixed submarinebody being generated from all walls (and not just the ones belonging to that specific sub)
Regalis
2016-06-23 18:23:20 +03:00
325332c0af
Fixed "queue empty" exception in GameServer.WaitForPlayersReady
Regalis
2016-06-20 18:31:43 +03:00
dc7956274c
- camera follows the closest sub - WIP "respawn shuttle" - submarine size affects its mass - electricity fixes
Regalis
2016-06-18 14:46:40 +03:00
cf822cfae6
Submarine saving fixes, impact damage in sub-sub collisions, submarine ambient sounds
Regalis
2016-06-12 14:23:08 +03:00
495a0f4124
- teleporting from sub to another works now - repairtool fix - submarines collide with each other - every submarine is updated (so MainSub isn't the only one that can move) - submarinebody vertex generation fix
Regalis
2016-06-11 17:55:47 +03:00
ee2d817e6b
"Shifting" entity IDs to prevent them from overlapping between different subs, loading another submarine now works without crashing
Regalis
2016-06-10 20:53:35 +03:00
7349cdd310
Progress (compiles now)
Regalis
2016-06-09 22:15:50 +03:00
41569675f3
Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)
Regalis11
2016-06-09 18:34:43 +03:00
d520c00dc9
- stunned characters don't move their hands behind their back when cuffed (caused the characters to flail around when someone grabs them) - characters can run while grabbing/dragging someone - inventory and chatbox are hidden when stunned - turret rotation is reset between minRotation and maxRotation when changing the rotation limits - fixed explosion damage being applied to simPositions of the limbs instead of worldpositions
Regalis
2016-06-09 16:54:30 +03:00
37336095bd
v4.1.6
Regalis
2016-06-08 17:46:36 +03:00
14c809b2f2
Debug text tweaking, guiframe for relay component, spears loaded into a harpoon gun don't float in the air, some new names
Regalis
2016-06-07 20:41:32 +03:00
bd4292c3e5
- PowerContainer capacity is initialized before charge to allow setting the charge higher than default capacity - soundplayer doesn't crash the game if it can't stream a music clip - some new structure prefabs - more effective corrigodone (health med)
Regalis
2016-06-07 18:24:14 +03:00
8f8f1ed7dc
- fixed submarine selection resetting when switching to netlobbyscreen - fixed EntityGrid IndexOutOfRangeException - fixed AssignJobs() ignoring the highest job preference
Regalis
2016-06-07 16:57:58 +03:00
9689ef070d
Vote kick settings
Regalis
2016-06-07 14:13:12 +03:00
0e24eab5e3
Re-enabled vote kicking, with some improvements: chat messages notifying about votes, kick button is disabled for the host's character or if already voted
Regalis
2016-06-03 15:00:36 +03:00
57abce298d
Fixed projectile velocity being reset in Item.Drop() after launch
Regalis
2016-06-03 14:58:01 +03:00
6b6af6e72e
- head sprites can be given "tags", and body is chosen from sprites with the same tag - black character sprites
Regalis
2016-06-03 14:57:22 +03:00
50bee3da41
Wall convexhulls are split every 5 sections, convexhull edges that overlap with another convexhull are ignored (i.e. unneccessarys shadows aren't drawn where two walls meet)
Regalis
2016-06-01 20:58:03 +03:00
0621f6c9e3
Impulses aren't applied to disabled item bodies when the submarine hits something, velocities of item bodies are reset when the item is dropped, pathfinding errors don't open the debug console
Regalis
2016-06-01 20:55:15 +03:00
1828198abf
More descriptive coroutine exception error messages, more null checks in Level.Unload
Regalis
2016-05-30 18:33:46 +03:00
b512a7ec18
- fixed clients failing to load submarines if they're not in the root Submarine folder - some refactoring - temporarily disabled kicking by voting
Regalis
2016-05-30 18:32:36 +03:00
9b659f72d6
- fixed fulgurium batteries not working with flashlights or sonars and never running out in scooters
Regalis
2016-05-30 18:28:42 +03:00
c77060d485
Fixed vents, more powerful oxygen generators in vanilla subs
Regalis
2016-05-30 18:25:50 +03:00
c71a935de6
v0.4.1.3: - fixed debug message height not being set correctly - fixed submarine list not being updated if host has enabled "play yourself" - fixed "queue empty" error when attempting to download a sub from the server - maximum number of iterations when carving a path for a cave
Regalis
2016-05-27 14:41:34 +03:00
68870b67f5
- fractal guardians have higher impact tolerance to stop them from killing themselves by slamming at the walls - enemies use pathfinding when inside the sub and handle platforms/stairs better
Regalis
2016-05-26 18:04:25 +03:00
2398d8aa8a
- resetting the "blood overlay" when switching the controlled character - fixed 1-section long walls being impossible to fix after their body has been destroyed - better looking blur (small lights aren't "skewed")
Regalis
2016-05-26 18:03:08 +03:00
6a3572e1d2
ItemComponent properties that are editable in the editor are always saved
Regalis
2016-05-26 16:10:24 +03:00
7aa1b44cae
Fixed flare lightcomponent staying active after the flare burns out, OnActive statuseffects are applied to lightcomponents even if the item is inside an inventory/container (= flares won't stop burning if placed back to inventory)
Regalis
2016-05-26 16:08:55 +03:00
310e85fd8c
WIP kicking by voting
Regalis
2016-05-26 16:05:45 +03:00
1d06522bd8
Nitroglyserine -> nitroglycerin, fixed Mission.LoadRandom returning null if the missiontype parameter isn't set, cargo is placed at the cargo spawnpoint instead of a random position within the hull it's inside
Regalis
2016-05-26 16:04:37 +03:00
da98ade77c
- item sprites visible in fabricator menu - deth charge rotation fix - sonar tweaking (ruin walls look slightly different from cave walls) - connector sprite positioning fix - repairtool is active when in use
Regalis
2016-05-25 16:18:02 +03:00
b4af92ace2
Small optimization: items have a list of components that have to be drawn
Regalis
2016-05-24 21:17:38 +03:00
ed529052a2
- relaycomponent inherits from powertransfer, so that they're included when calculating the load/power for the grid - deactivated powertransfer components don't carry power - fixed reactor graph lines going over the graph if load > 10 000
Regalis
2016-05-24 19:17:42 +03:00
52f28f98a7
- server asks the clients whether they're ready to start a round, giving some time to load the selected sub before the round starts - fixed joining clients not being informed about vote status or voting being enabled
Regalis
2016-05-24 19:10:11 +03:00
4f4c59eba3
- Changes to connectionpanel layout: less wire overlap, making it easier to select individual wires - Highlighting selected wire and the items it's connected to works in editor
Regalis
2016-05-24 19:02:22 +03:00
e6b073f872
- clients see the submarines that the host has instead of their own subs in server lobby - possible to vote for subs the client doesn't have - fixed the "votes required" slider moving when re-opening the server settings - WIP method for sending missing subs to clients before the round starts (atm the clients won't have time to request a sub file that was chosen by voting)
Regalis
2016-05-22 01:39:10 +03:00
c2f1a1a383
Only the largest firesource within a hull plays a sound
Regalis
2016-05-22 01:32:23 +03:00
00b1ec38e2
Some new wall sprites, wires are automatically dropped if both items they're attached to are removed, other items aren't highlighted while dragging an item in editor
Regalis
2016-05-22 01:31:36 +03:00
b2f83b43f8
Attacks can apply a force to the target (i.e. monsters can throw characters around)
Regalis
2016-05-22 01:28:46 +03:00
1d3d1d5459
v0.4.1.0 + fixed gamemode list not being synced with clients
Regalis
2016-05-19 19:50:37 +03:00
7113a154fe
Aiming is disabled when unconscious/stunned, the range of fire lightsources isn't randomized to reduce the amount of required convexhull updates
Regalis
2016-05-19 19:49:31 +03:00
a477dad1b2
Renamed the CollisionMisc collision category to CollisionItem, teleporting items inside/outside the sub if their physicsbody leaves/enters a hull, powercontainer charge can be changed in editor (i.e. batteries can be set to fully loaded)
Regalis
2016-05-19 19:47:26 +03:00
6651933c45
Some decorative lights in tutorial sub, updated moloch spawn position, more detailed pump fix instructions
Regalis
2016-05-19 19:44:11 +03:00
2887c5f123
- alien ruin structure drawing order changes - placing cargo items using syncedRand (items will be in the same position for all clients) - less confusing waypoint/spawnpoint editing (spawnpoints can't be converted to waypoints or vice versa, and spawnpoint settings aren't shown for waypoints) - more informative message about missing cargo spawnpoints
Regalis
2016-05-18 19:00:57 +03:00
1f2937fad1
- opengl blur shader - the "heal" console command cancels stun - the camera shakes when the sub hits something only if controlled character is inside the sub
Regalis
2016-05-18 11:45:38 +03:00
63e5f02057
Changes to submarine<->outside teleporting logic: - contacts between limbs and the sub are temporarily disabled before teleporting to prevent the character from "exploding" - impact damage is disabled for 0.25 seconds after teleporting in case the character still explodes - characters with disabled impact damage won't damage the walls when hitting - the collider of SubmarineBody is generated based on walls instead of hulls - fixed Submarine.CheckVisibilit ignoring fixtures with (CollisionWall | CollisionLevel) collisioncategory
Regalis
2016-05-18 11:43:22 +03:00
be72fee824
Dirty workaround for background music breaking during loading (the music is switched when a round starts), the "wall" at the top of the levels is drawn on top of the lightmap, small fixes in AIObjectiveGetItem and BackGroundSpriteManager
Regalis
2016-05-15 17:58:56 +03:00
4a54788d7b
Item.FindHull changes, added depth charges and flashlights to default subs
Regalis
2016-05-15 17:56:42 +03:00
c546c42a8b
- disabled unnecessary hull updates during loading (items/gaps find the hull when everything is loaded instead of every time a hull is created or moved) - fixed item.Submarine not being set in item.FindHull
Regalis11
2016-05-14 23:01:57 +03:00
d884f84346
- disabled FOW blurring (made it possible to see through corners) and re-enabled penumbra - fixed structures being assigned the misc category by default - turrets don't require a barrel sprite - OnImpact statuseffect is applied when a projectile hits something - WIP depth charges
Regalis
2016-05-13 18:00:31 +03:00
aaa84ef4ac
The wall at the top of the level is visible in sonars
Regalis
2016-05-11 20:23:03 +03:00
11e4f5699f
PhysicsBodyPosition networkevents aren't sent for items that are inside an inventory (e.g. carried by a character), items can be moved from the inventory to containers by double clicking
Regalis
2016-05-11 20:22:32 +03:00
d1e9be188f
Alien doors/sensors can't be rewired, removed the small convex hull strip on top of windowed doors
Regalis
2016-05-11 20:21:24 +03:00
5301a57108
Updating lightSource.hullsInRange when a convex hull is removed, some cleanup
Regalis
2016-05-11 20:20:11 +03:00
5e951bc225
BlurEffect refactoring: separate class for setting up the effect instead of methods in GameScreen
Regalis
2016-05-11 20:17:34 +03:00
6537751961
Particle emitters can be assigned to statuseffects, fixed item.Submarine not being set correctly for throwable items, flare particles + sounds, nerfed some of the medical items
Regalis
2016-05-11 20:15:42 +03:00
a9ceaeb8ec
- fixed ruin doors being placed outside corridors if the corridor passes through multiple rooms - fog of war isn't drawn or updated when not controlling a character - fixed topmost cells in the level not being placed in the cellgrid array, causing them to be ignored when enlarging the main path for the sub - fixed slices of the diving suit sprite "bleeding" into the torso sprite
Regalis
2016-05-10 18:46:42 +03:00
e7a06a6171
Option to choose mission type in mp
Regalis
2016-05-10 18:42:50 +03:00
1a3da8b29f
Tweaked enemy AI idle behaviour (lighter avoid steering to make the enemies less likely to "bounce" from wall to wall in tight spaces), fix for wander steering breaking if the velocity of the character is Vector2.Zero, different tooltips for suicide button in SP and MP
Regalis
2016-05-08 17:15:02 +03:00
be3d418297
OnWearing statuseffects aren't applied to items contained inside a worn item, dragging an item is canceled if deselecting the inventory the item is in
Regalis
2016-05-07 09:19:32 +03:00