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v0.5.3.1
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Regalis committed Nov 4, 2016
1 parent 1e61e81 commit a32198f
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Showing 5 changed files with 64 additions and 4 deletions.
4 changes: 2 additions & 2 deletions Subsurface/Properties/AssemblyInfo.cs
Original file line number Diff line number Diff line change
Expand Up @@ -31,5 +31,5 @@
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.5.2.0")]
[assembly: AssemblyFileVersion("0.5.2.0")]
[assembly: AssemblyVersion("0.5.3.1")]
[assembly: AssemblyFileVersion("0.5.3.1")]
6 changes: 5 additions & 1 deletion Subsurface/Source/Characters/Animation/Ragdoll.cs
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Expand Up @@ -1094,7 +1094,11 @@ private void UpdateNetPlayerPosition(float deltaTime)
}
else
{
collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
if (character.MemPos.Count > 0)
{
collider.LinearVelocity = Vector2.Zero;
collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
}
}
}

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2 changes: 2 additions & 0 deletions Subsurface/Source/Characters/Character.cs
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Expand Up @@ -2102,6 +2102,8 @@ public override bool ReadNetworkData(NetworkEventType type, NetIncomingMessage m
else
{
cursorPosition = Position + new Vector2(1000.0f, 0.0f) * dir;

AnimController.TargetDir = dir < 0 ? Direction.Left : Direction.Right;
}

int index = 0;
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2 changes: 1 addition & 1 deletion Subsurface/Source/Map/Structure.cs
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Expand Up @@ -211,7 +211,7 @@ public Structure(Rectangle rectangle, StructurePrefab sp, Submarine submarine)
: base(sp, submarine)
{
if (rectangle.Width == 0 || rectangle.Height == 0) return;
System.Diagnostics.Debug.Assert(rect.Width > 0 && rect.Height > 0);
System.Diagnostics.Debug.Assert(rectangle.Width > 0 && rectangle.Height > 0);

rect = rectangle;
prefab = sp;
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54 changes: 54 additions & 0 deletions Subsurface/changelog.txt
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@@ -1,3 +1,57 @@
---------------------------------------------------------------------------------------------------------
v0.5.3.1
---------------------------------------------------------------------------------------------------------
- fixed monster movement!

---------------------------------------------------------------------------------------------------------
v0.5.3.0
---------------------------------------------------------------------------------------------------------

Multiplayer:
- submarine vs submarine missions
- server hosts can disable spawning of certain characters
- server hosts can have subs spawn with additional items

Changes to ragdoll movement/animation logic:
- movement is now controlled by a single invisible physics body which the rest of the ragdoll follows
- character position syncing is now more accurate and there's less "teleporting"
- characters are less likely to take impact damage by stumbling in stairs
- (+ makes working on the new improved netcode much easier)
- ladders can be slid down by holding the sprint key

Submarine Editor:
- zoom now works relative to the mouse's position rather than the center of the screen
- fixed selection rectangle not being visible when dragging from bottom right to top left
- rectangles now have line widths dependent on the camera zoom (lines are still visible after zooming out)

Items:
- added a particle trail to railgun shells
- added dim emergency lights which require no power
- a "glow effect" when moving items between inventory slots
- option to select which location the autopilot should navigate to
- fabricator UI shows item descriptions and items that can't be fabricated are grayed out

Bugfixes:
- attempt to fix "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" errors on startup
- fixed water flow sounds taking up all the audio channels and preventing other sounds from playing
when the sub is heavily flooded
- the start button in the server lobby is re-enabled and autorestart countdown is reset if starting
a new round fails for whatever reason
- the colliders of the ice walls match the shape of the walls more accurately
- player-controlled monsters can damage the submarine from the outside
- waypoint generation and pathfinding bugfixes

Misc:
- improved line of sight effect (instead of a solid black "fog of war", a faint image of the
surrounding rooms can be seen through walls)
- less ambient light, and it gets darker when diving deeper
- a hull-specific ambient light system: light sources increase the amount of light inside rooms,
preventing shadows from looking unnaturally dark in fully lit submarines
- option to disable vsync
- added a near-indestructible alien ruin wall variant - breaking through the walls with a railgun
or a plasma cutter is not always an option anymore
- added a parallax effect to the particles floating in the ocean

---------------------------------------------------------------------------------------------------------
v0.5.2.0
---------------------------------------------------------------------------------------------------------
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