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LuaCsForBarotraumaEP
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004250409aff39c14cd514b0c084e6b7ce95cb57
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaShared
/
Source
/
Characters
/
AI
T
History
Joonas Rikkonen
d81ee1a27e
Added a bunch of checks to make sure a normalized zero vector (= NaN, NaN) is not used in any position/velocity/movement calculations. There were at least three places where it was causing problems according to error reports: when a character that can't enter a sub spawns at the center of a hull and when using an underwater scooter or throwing something while the cursor is at the position of the character, but there were tons of other places as well where it may have potentially caused physics errors.
2018-07-31 12:28:04 +03:00
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Objectives
Added a bunch of checks to make sure a normalized zero vector (= NaN, NaN) is not used in any position/velocity/movement calculations. There were at least three places where it was causing problems according to error reports: when a character that can't enter a sub spawns at the center of a hull and when using an underwater scooter or throwing something while the cursor is at the position of the character, but there were tons of other places as well where it may have potentially caused physics errors.
2018-07-31 12:28:04 +03:00
AIController.cs
Added a Character.AddDamage override method that does damage to a specific limb instead of the limb closest to the source of the damage. Projectiles and melee weapons now always do damage to the limb they hit, even if the center point of some other limb happens to be closer.
2017-12-05 18:03:00 +02:00
AITarget.cs
- Some of the non-game-crashing error messages are sent to GameAnalytics.
2018-07-19 22:12:50 +03:00
EnemyAIController.cs
Added a bunch of checks to make sure a normalized zero vector (= NaN, NaN) is not used in any position/velocity/movement calculations. There were at least three places where it was causing problems according to error reports: when a character that can't enter a sub spawns at the center of a hull and when using an underwater scooter or throwing something while the cursor is at the position of the character, but there were tons of other places as well where it may have potentially caused physics errors.
2018-07-31 12:28:04 +03:00
HumanAIController.cs
Added a Character.AddDamage override method that does damage to a specific limb instead of the limb closest to the source of the damage. Projectiles and melee weapons now always do damage to the limb they hit, even if the center point of some other limb happens to be closer.
2017-12-05 18:03:00 +02:00
IndoorsSteeringManager.cs
Fixed null exception in IndoordsSteeringManager.
Closes
#326
2018-03-10 18:47:59 +02:00
ISteerable.cs
Updated to MonoGame 3.6 + Directory refactor
2017-06-27 09:52:57 -03:00
Order.cs
Converted the GetAttribute methods in the ToolBox class to extension methods
2017-10-04 18:38:40 +03:00
PathFinder.cs
Pathfinding fixes:
2018-01-11 16:03:16 +02:00
SteeringManager.cs
Added a bunch of checks to make sure a normalized zero vector (= NaN, NaN) is not used in any position/velocity/movement calculations. There were at least three places where it was causing problems according to error reports: when a character that can't enter a sub spawns at the center of a hull and when using an underwater scooter or throwing something while the cursor is at the position of the character, but there were tons of other places as well where it may have potentially caused physics errors.
2018-07-31 12:28:04 +03:00
SteeringPath.cs
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00