100 Commits
Author SHA1 Message Date
keelin 5bb64ef7c3 I have no idea what this is but i need to upload it before i can create a branch 2014-02-07 15:04:21 +00:00
keelin 035adf426d Time to switch stuff over to events. 2014-01-09 15:04:32 +00:00
keelin a4e07276c4 2014-01-09 14:34:16 +00:00
keelin 683bef5ad9 ctrl + c now copies the entire content of a textbox to the clipboard because we have no selection stuff. 2013-11-15 20:58:38 +00:00
keelin c7f19fa270 You can paste text into textboxes now. 2013-11-15 20:50:58 +00:00
keelin 7e74a64ec1 Fuck off pocket calculator you dumb cunt.
Also small console changes i think.
2013-11-15 20:45:11 +00:00
keelin 271ac11c10 Tiny little mistake. 2013-11-14 17:50:44 +00:00
keelin ec0c6eb1f8 It's a console.
Clientside stuff in DebugConsole.cs
Serverside stuff in ClientConsoleHost.cs
Client processes console commands and sends them to server if you tell it to.
Server processes same command , does stuff and answers client if you tell it to.
Sorry about the messy split.
2013-11-14 17:13:18 +00:00
keelin 26c6b5e185 Dicking around with embedded resources for a possible loading screen later on. 2013-11-14 12:53:51 +00:00
keelin 0d137b9d47 "Waaah I'm c# and i can't handle changing collections" 2013-11-14 10:54:06 +00:00
keelin fdf3159bff Some particle debug stuff for the chat commands.
Gave humans a particle compo so we can test them on our dudes.
Sadly i can't find a way to add a client side particle compo if there isn't one, from the server-side ChatManager.
So the debug stuff will only work on things that have the particle compo in their templates - unless someone comes up with something smart.
2013-11-14 10:49:05 +00:00
keelin 0181016109 Dumb notes to clarify some stuff. 2013-11-14 10:02:32 +00:00
keelin 61747ca660 Kinda forgot this. 2013-11-14 09:57:55 +00:00
keelin 34d8913208 More particle stuff.
I don't even remember whats relevant so im gonna commit EVERYTHING.
2013-11-14 09:49:08 +00:00
keelin 2d33937549 Resource Manager now loads particles.
Particle Systems can now apply Particle Settings from the Resource Manager.
Next Step : Particle System System
You probably need to rebuild your resources.
2013-11-13 11:29:37 +00:00
keelin 2003c9c565 Quickly Re-jiggled the Resource Manager to load by directory. Gonna continue this tomorrow. 2013-11-12 19:32:41 +00:00
keelin 023cb042c6 Need to unload part of this inventory shit.
Getting REALLY tired of this crap.
2013-10-18 09:59:55 +00:00
keelin b9dc1b8060 Oh man. I'm still not sure how to best tackle this.
All the components are connected to each other.
IF i change the inventory i would probably have to change the sprite compos too and argh.
2013-09-07 14:05:00 +00:00
keelin 1e91246fb8 So there's no entitySystemManager in the entity manager when the systems are created. And that's bad. I'll look into this tomorrow.
Meanwhile, this should let you compile.
2013-09-06 19:56:18 +00:00
keelin bf0c5b7b86 Ugh no, this is horrible.
Gotta think about this a little.
2013-09-06 18:35:52 +00:00
keelin b0328b53dd Let's not throw exception if someone forgets this. 2013-09-06 16:24:26 +00:00
keelin 510a5249ea Small change to the EntitySystemManager to avoid offending spooges sensibilities. 2013-09-06 16:15:34 +00:00
keelin cd8c9ee233 Okay, how is this ? 2013-09-06 15:04:12 +00:00
keelin a118716b6a Okay. So this all requires that all systems have both a clientside and serverside version.
This is due to the way i decided to send types. I didn't have a better idea.
Check lines 106-107 in GameObject/EntitySystemManager.cs to see why.
If you have a better idea , please change it.
2013-09-06 12:38:08 +00:00
keelin 484e982999 Networking for Entity System Messages.
If you could look over this and tell me if this is what you had in mind, spooge - that would be nice.
Also some unrelated changes. Ignore those.
2013-09-06 12:27:18 +00:00
keelin 27d7513ac4 Additional glow fixes. And stuff. 2013-08-18 17:51:29 +00:00
keelin 9dab801ccd HURFFF 2013-08-18 17:34:03 +00:00
keelin b40e57fc10 Minor Bugfix. 2013-08-15 16:24:34 +00:00
keelin 437e4a0ec3 Lobby arrows now only show up when required. 2013-08-15 15:34:21 +00:00
keelin 34e4ca2c54 Department placeholder until someone comes up with something good. 2013-08-15 13:55:19 +00:00
keelin 3f18b3992f Polishing the Lobby like I'm a Janitor. 2013-08-15 13:41:41 +00:00
keelin 70d5be0f01 Inventory button no longer goes crazy. 2013-08-14 17:57:44 +00:00
keelin 36b69d05f6 Dog is gone. For now... OR IS HE? Yes he is. 2013-08-14 16:43:55 +00:00
keelin 3540f40524 Okay. 2013-08-14 16:30:18 +00:00
keelin 963dd8962c The right pixel in the wrong place can make all the difference in the world. 2013-08-14 16:08:51 +00:00
keelin 8f18f9f93e Gradients and other transparent stuff un-fucked.
Thanks to gorgon for using some bizarre and obscure blending mode by DEFAULT.
If you ever have problems with transparent things looking like shit , set their BlendingMode to BlendingModes.None.
2013-08-14 16:04:15 +00:00
keelin 74d3277ae0 Fuck gorgon and everything it stands for (it stands for shitty code). 2013-08-14 15:34:46 +00:00
keelin d7df408012 Changes to lobby. 2013-08-14 14:44:22 +00:00
keelin a4ea031a2d No, ready button, don't leave us - we love you!!! 2013-08-14 13:09:24 +00:00
keelin faa3ccb201 Typos are serious business. 2013-08-14 13:06:49 +00:00
keelin 4f39fabf49 BLARGH 2013-08-14 13:03:10 +00:00
keelin be4390976f Lobby progress. It's still ugly right now.
Also ignore the chatbox. Someone thought it would be a great idea to hardcode the size.
2013-08-14 12:16:58 +00:00
keelin a73243b3d4 Few minor additions to the control from earlier. 2013-08-03 17:18:45 +00:00
keelin 7beebd16d8 New control for the new job selection. 2013-08-03 13:53:11 +00:00
keelin 180e020c56 Gotta unload some stuff. 2013-08-03 08:33:23 +00:00
keelin befa2494fe Hello I'm gorgon and i am literally unable to function normally. 2013-07-24 17:38:46 +00:00
keelin ce94bf4881 Out of sight out of mind, as they say. 2013-07-24 13:51:14 +00:00
keelin 14a051adb1 Proper mainmenu buttons.
Cleaned up some ui elements. More to come.
2013-07-19 09:23:09 +00:00
keelin 86738dec30 Small fix for the menu looking like shit at high resolutions.
It will probably still look kinda shitty at anything above 1920x1080.
We can fix that later.
2013-07-18 19:05:58 +00:00
keelin 8b8c95b9b5 Added the rest of the layers to the main menu.
If we could split up the cloud layer into several distinct clouds it would look even better.
2013-07-18 16:29:17 +00:00
keelin 1841fe140b I dunno norn ... 2013-07-18 15:25:51 +00:00
keelin 2ee85d7872 Pffffrblrblrbrlb 2013-07-18 15:02:27 +00:00
keelin 5fbba2eec7 This is a bit better. 2013-07-18 15:01:03 +00:00
keelin 744de9b360 Ergh. I imagined this would look better. 2013-07-18 14:55:50 +00:00
keelin 46ae1e90cd Click fix for the floating stuff. 2013-07-18 13:04:15 +00:00
keelin c77ef4be0d Rough draft of the proposed new main menu. 2013-07-18 12:49:03 +00:00
keelin 89fefa3a3f Placement Mode override in the spawn panel.
Continuing to clean up the manager.
The last commit also broke everything because i screw up and uploaded all the wrong things.
2013-07-13 14:11:35 +00:00
keelin 340d30c0a3 First half of placement manager revamp. 2013-07-13 11:58:46 +00:00
keelin fdcb9de635 Let's not support less than 59 hz. Because seriously - anything lower than that and i might aswell draw the frames myself. 2013-07-08 17:38:22 +00:00
keelin 3695bb2e49 So i've finally figure out how to un-shit the options menu. 2013-07-08 17:30:43 +00:00
keelin e0b30a1b81 Wall mounted objects should now attach properly when placing or loading them. 2012-10-25 17:06:32 +00:00
keelin 5fad5e12e6 New placement mode for things like lights and cameras.
Objects now have a direction var for things like this.
Directions are saved loaded and sent over the network.
This still needs some cleaning up and some refactoring (Gonna refactor the entire placement manager at some point, it's a mess) and there might be bugs.
Furthermore this direction var only applies to normal objects right now. Things like mobs still use their own internal direction for rendering. Maybe this will be changed, maybe not.
2012-10-25 09:36:41 +00:00
keelin 21f6085cb6 svarwindow stuff 2012-10-23 13:32:42 +00:00
keelin 1f797f6f34 Merging the branch back into trunk. I hope. 2012-10-20 18:24:30 +00:00
keelin c9afbab4f1 Last unimportant commit before merge. 2012-10-20 18:18:18 +00:00
keelin 713b174ae7 Some more work on the map stuff. 2012-10-14 09:26:24 +00:00
keelin 5002ee7f55 Lets try this then. 2012-10-09 13:35:01 +00:00
keelin d4bc09c016 Herp derp 2012-10-09 13:25:38 +00:00
keelin ffb0a6f853 Also this... 2012-08-31 08:29:26 +00:00
keelin 549515503d Forgot something. Keelin chaingun commits gogogo. 2012-08-31 08:26:59 +00:00
keelin 516ceb1226 Just a little safety measure. 2012-08-31 08:24:43 +00:00
keelin 348533562a Textboxes should really support whitespaces. 2012-08-31 08:13:26 +00:00
keelin 6b94868d04 And now you can actually edit some stuff.
It's still not perfect and it can only handle basic field types right now.
2012-08-31 08:06:32 +00:00
keelin e353243b75 Cleaned this up a bit. 2012-08-30 17:39:03 +00:00
keelin dd510716f0 Support for lists. 2012-08-30 10:48:01 +00:00
keelin 885b679371 Very simple Entity Prop viewing window.
Middle mouse button on object to open.
Left Mouse button on field to view that field in the window.
No editing capabilities yet - coming soon.
2012-08-30 08:15:26 +00:00
keelin 9c59e4c9be Reverting that dumb render order hack. 2012-08-17 13:40:04 +00:00
keelin e4254d6773 Puddles now Stun(will be changed). Split the Collision manager collision check into 2. One that takes a rectangle as argument and will not call Bump. This should only be used for checking collision without causing anything else to happen directly (placement manager for example).
The other one takes an entity , calls Bump and passes along the bumping entity. This should be used for physical bump checks that should have consequences and trigger other things (Puddles).
2012-08-03 10:40:31 +00:00
keelin 376d59ac43 Various small fixes to the UI.
Proper support for flickering lights and shit.
Preliminary support for changing the wall wall-mounted objects are attached to in preparation of directional wall lights.
Fixed mysteriously disappearing objects.
Fixed missing wall-tops and other overlay things.
Fixed transparent UI elements.
Temporary fix for draw order issues. Objects on tables should be on the tables now while , at the same time, you're able to stand behind glass.
Expanded drawdepth tools. Server can override drawdepth at any point now.
Drawdepth can be define via an additional parameter in the renderable compos.
Other stuff i probably forgot about.
2012-08-02 12:18:50 +00:00
keelin ced33c2f33 Un-breaking the chatbox. 2012-04-10 14:11:07 +00:00
keelin 346a46d43b Changing a single variable by ONE 2012-04-10 13:49:31 +00:00
keelin 42416efaf2 Tiny cosmetic change. 2012-04-10 13:48:07 +00:00
keelin 88e08f8d4c Removing the "what a fucking weirdo" when you hit yourself. Line is too long and it looks ugly! 2012-04-10 10:49:03 +00:00
keelin 6b580cff29 Bug-fixes. UI Move mode on F9. Not done yet. (Player abilities are on f12 now and the admin panel is in the esc menu along with everything else) 2012-04-10 10:33:34 +00:00
keelin 9047b92f51 Almost entirely done. 2012-04-10 10:26:23 +00:00
keelin 9fd038b016 Much improved health blip thing. Targeting is back. 2012-04-10 09:16:40 +00:00
keelin 70344adbcd Basically shitting on visual studio at this point. 2012-04-09 17:51:06 +00:00
keelin 53cce19651 Best do something about this little error here. 2012-04-09 17:34:18 +00:00
keelin a7fd0b7e7d Health display. Really fucked up code. I'm surprised this works at all seeing how i was basically guessing near the end of it. 2012-04-09 17:29:03 +00:00
keelin cb728b46c4 Switching some parts of the UI to the new stuff. 2012-04-09 12:52:41 +00:00
keelin fc072913d2 Fuck scrollbars. 2012-04-05 14:58:25 +00:00
keelin c30f3f05ed Ugly, hacked in, health scanner. This will need a second pass badly. But I've just run out of patience. 2012-04-05 13:09:42 +00:00
keelin 7309d3e526 Moving the Armor info labels into proper classes and cleaning things up a bit. 2012-04-03 08:30:26 +00:00
keelin 001e08b383 This would normally be the commit where i'm done with item stats but SOMEONE broke a lot of shit. 2012-04-02 08:31:06 +00:00
keelin dcf449b06c Nope, can't concentrate. Again, just uploading to prevent conflicts. Gonna finish this tomorrow. 2012-04-01 17:35:38 +00:00
keelin aff490ccce Nothing to see here just yet. Just uploading this to prevent possible conflicts. 2012-04-01 15:49:09 +00:00
keelin bcc99a3000 Yeah well i like my version better. 2012-03-28 19:18:09 +00:00
keelin e5eb190d15 Hurrrrdurrrr. Fixed that dumb crash. 2012-03-28 18:54:56 +00:00
keelin 76740283e3 Quick and dQuick and dirty entity message buffer. 2012-03-28 12:32:13 +00:00
keelin 1a0a6b1490 Maybe the new spawnEntity public. Also no more moving blood. 2012-03-19 19:38:07 +00:00