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v0.3.4.1: Temporarily disabled water moving items, bleeding slows dow…
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…n automatically, buttons can be fabricated, mantises don't bleed
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Regalis committed Mar 5, 2016
1 parent 0282578 commit c2a2f83
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Showing 9 changed files with 33 additions and 12 deletions.
4 changes: 2 additions & 2 deletions Subsurface/Content/Characters/Mantis/mantis.xml
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@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?>
<Character name ="mantis" humanoid="false" health="200">
<Character name ="mantis" humanoid="false" health="200" doesbleed="false">

<sound file="Content/Characters/Crawler/attack1.ogg" state="Attack" range="500"/>
<sound file="Content/Characters/Crawler/attack2.ogg" state="Attack" range="500"/>
Expand All @@ -9,7 +9,7 @@

<ragdoll headposition="120" headangle="-90"
waveamplitude="50.0" wavelength="2500"
swimspeed="2.0" walkspeed="1.5"
swimspeed="2.0" walkspeed="1.0"
stepsize ="20.0,20.0"
legtorque="10"
footrotation ="180.0"
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Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?>
<Character name ="tigerthresher" humanoid="false" health="300.0">
<Character name ="tigerthresher" humanoid="false" health="300.0" bleedingdecreasespeed="0.1">

<sound file="Content/Characters/Scorpion/scorpionattack1.ogg" state="Attack" />
<sound file="Content/Characters/Scorpion/scorpionidle1.ogg" state="None" />
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3 changes: 2 additions & 1 deletion Subsurface/Content/Items/Fabricators/fabricators.xml
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Expand Up @@ -23,7 +23,8 @@

<fabricableitem name="Railgun Shell" requireditems="Steel Bar, Steel Bar, Polycarbonate Bar" requiredtime="20"/>
<fabricableitem name="Nuclear Shell" requireditems="Steel Bar, Steel Bar, Uranium Bar, Polycarbonate Bar" requiredtime="30"/>


<fabricableitem name="Button" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/>
<fabricableitem name="And Component" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/>
<fabricableitem name="Or Component" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/>
<fabricableitem name="Not Component" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/>
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1 change: 1 addition & 0 deletions Subsurface/Content/randomevents.xml
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Expand Up @@ -11,6 +11,7 @@
characterfile="Content/Characters/TigerThresher/tigerthresher.xml"
commonness="10"
difficulty="30"
minamount="1" maxamount="3"
musictype="monster"/>

<MonsterEvent name="Under attack" description=""
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4 changes: 2 additions & 2 deletions Subsurface/Properties/AssemblyInfo.cs
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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("0.3.4.0")]
[assembly: AssemblyFileVersion("0.3.4.0")]
[assembly: AssemblyVersion("0.3.4.1")]
[assembly: AssemblyFileVersion("0.3.4.1")]
11 changes: 10 additions & 1 deletion Subsurface/Source/Characters/Character.cs
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Expand Up @@ -288,6 +288,12 @@ public bool DoesBleed
private set;
}

public float BleedingDecreaseSpeed
{
get;
private set;
}


public float PressureTimer
{
Expand Down Expand Up @@ -451,6 +457,7 @@ protected Character(string file, Vector2 position, CharacterInfo characterInfo =
health = maxHealth;

DoesBleed = ToolBox.GetAttributeBool(doc.Root, "doesbleed", true);
BleedingDecreaseSpeed = ToolBox.GetAttributeFloat(doc.Root, "bleedingdecreasespeed", 0.05f);

needsAir = ToolBox.GetAttributeBool(doc.Root, "needsair", false);
drowningTime = ToolBox.GetAttributeFloat(doc.Root, "drowningtime", 10.0f);
Expand Down Expand Up @@ -1036,7 +1043,9 @@ public virtual void Update(Camera cam, float deltaTime)
PressureProtection -= deltaTime*100.0f;
}

Health -= bleeding*deltaTime;
Health -= bleeding * deltaTime;
Bleeding -= BleedingDecreaseSpeed * deltaTime;

if (health <= 0.0f) Kill(CauseOfDeath.Bloodloss, false);

if (!IsDead) LockHands = false;
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7 changes: 5 additions & 2 deletions Subsurface/Source/Items/Item.cs
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Expand Up @@ -642,8 +642,11 @@ public override void Update(Camera cam, float deltaTime)
body.ResetDynamics();
}
body.ApplyForce(buoyancy - body.LinearVelocity * volume);
if(CurrentHull != null)
CurrentHull.HandleItems(deltaTime, this);

//TODO: make sure items stay in sync between clients before letting flowing water move items
//if(CurrentHull != null)
// CurrentHull.HandleItems(deltaTime, this);

//apply simple angular drag
body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
}
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8 changes: 7 additions & 1 deletion Subsurface/changelog.txt
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Expand Up @@ -5,8 +5,14 @@ v0.3.4.1
- fixed a major bug in the networking code, which caused the server to incorrectly determine the order
of messages received from different clients and discard valid messages
- fixed levels with the same seed appearing different between the Linux and Windows versions
- creatures spawned using the console are synced with clients
- password prompt for password-protected private servers

- holes in the walls can be seen through
- bleeding gradually slows down - making an enemy bleed isn't a guaranteed kill anymore
- mantises don't bleed
- fixed crashing when swapping some specific equipped items with another item in the inventory
- fixed deconstructor, fabricator and railgun connection panels closing immediately after opening
- fixed newly created subs being saved to the root folder instead of the Submarines folder

---------------------------------------------------------------------------------------------------------
v0.3.4.0
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5 changes: 3 additions & 2 deletions Subsurface/readme.txt
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Expand Up @@ -43,8 +43,9 @@ Protocol: UDP
Credits:
------------------------------------------------------------------------

Programming, graphics, sounds, game design - Joonas Rikkonen ("Regalis")
Graphics - James Bear ("Moonsaber99")
Programming, graphics, sounds, game design - Joonas Rikkonen ("Regalis")
Graphics - James Bear ("Moonsaber99")
Programming - Sebastian Broberg

------------------------------------------------------------------------

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