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