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9099b191d070bd1f410d0faa2925d6c511fee05d
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaShared
/
Source
/
Map
T
History
Joonas Rikkonen
9099b191d0
Fix (or a workaround) to characters teleporting inside/through colliders when leaving a sub (see
#552
). Gaps do a raycast out from the sub to see if there are obstacles outside, and if so, ragdolls place a collider at the corresponding position inside the sub. The collider is simply a straight axis-aligned line atm, so it doesn't work accurately with sloped ice/submarine walls, but does prevent the ragdoll from ending up inside the obstacles. TODO: use a few edges to approximate the shape of the obstacles more closely?
2018-08-02 16:48:51 +03:00
..
Levels
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
Map
The number of completed missions in a level connection is saved (-> reloading doesn't reset the mission in the connection to the initial one).
Fixes
#517
2018-07-24 14:34:27 +03:00
Entity.cs
Fixed another bug in DockingPort that caused entity ID mismatches. Even though the server sent the IDs of the CURRENT hulls and gap of the docking port, they are not necessarily created in the correct order during midround syncing and may end up replacing the ID of another entity or another entity spawned after them may cause their IDs to be replaced.
Closes
#530
2018-07-26 12:42:29 +03:00
EntityGrid.cs
Updated to MonoGame 3.6 + Directory refactor
2017-06-27 09:52:57 -03:00
Explosion.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
FireSource.cs
Applied fire extinguisher changes from the command-improvement branch: the repair tool steps through the ray that's used to find firesources in range and collects all firesources along the way instead of just checking the start and end positions of the ray (-> fires are much easier to extinguish now).
Closes
#274
2018-02-24 17:28:52 +02:00
Gap.cs
Fix (or a workaround) to characters teleporting inside/through colliders when leaving a sub (see
#552
). Gaps do a raycast out from the sub to see if there are obstacles outside, and if so, ragdolls place a collider at the corresponding position inside the sub. The collider is simply a straight axis-aligned line atm, so it doesn't work accurately with sloped ice/submarine walls, but does prevent the ragdoll from ending up inside the obstacles. TODO: use a few edges to approximate the shape of the obstacles more closely?
2018-08-02 16:48:51 +03:00
Hull.cs
Fixed another bug in DockingPort that caused entity ID mismatches. Even though the server sent the IDs of the CURRENT hulls and gap of the docking port, they are not necessarily created in the correct order during midround syncing and may end up replacing the ID of another entity or another entity spawned after them may cause their IDs to be replaced.
Closes
#530
2018-07-26 12:42:29 +03:00
IDamageable.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
LinkedSubmarine.cs
Made the name of the "Linkable/IsLinkable" property consistent
2017-12-02 14:19:23 +02:00
MapEntity.cs
Added error checking and logging to wire cloning logic in MapEntity.Clone (see
#527
)
2018-07-25 11:49:10 +03:00
MapEntityPrefab.cs
Fixed item tags & aliases not being taken into account when determining target validity in StatusEffect.Apply.
Closes
#316
2018-03-06 11:25:25 +02:00
Md5Hash.cs
Updated to MonoGame 3.6 + Directory refactor
2017-06-27 09:52:57 -03:00
Structure.cs
Fixed entity ID mismatches and desync kicks caused by gap creation/removal in Structure.SetDamage. Creating the gaps on damaged walls wasn't guaranteed to happen in the same order client-side as on the server, causing the IDs to get assigned mismatching IDs and in some cases also affecting the IDs of other types of entities (see
#528
).
2018-07-25 17:34:10 +03:00
StructurePrefab.cs
All items and structures have to define a sourcerect for the sprite because otherwise the dedicated server won't know the size of the entity.
Closes
#321
2018-03-06 13:55:30 +02:00
Submarine.cs
Fix (or a workaround) to characters teleporting inside/through colliders when leaving a sub (see
#552
). Gaps do a raycast out from the sub to see if there are obstacles outside, and if so, ragdolls place a collider at the corresponding position inside the sub. The collider is simply a straight axis-aligned line atm, so it doesn't work accurately with sloped ice/submarine walls, but does prevent the ragdoll from ending up inside the obstacles. TODO: use a few edges to approximate the shape of the obstacles more closely?
2018-08-02 16:48:51 +03:00
SubmarineBody.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
TransitionCinematic.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
WayPoint.cs
Fixed character getting spawned at a random spawnpoint in any sub if no spawpoint that fits the character's job is found, making it possible for them to spawn inside the respawn shuttle.
Closes
#408
2018-05-17 19:56:36 +03:00