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6,857 Commits over 1,096 Days - 0.26cph!

2 Years Ago
Fixed GUID error when dropping an item with ItemModContainerRads
2 Years Ago
world_update_2 -> radioactive_water
2 Years Ago
Ensured large coastal rocks don't spawn on 'monument' marked topology
2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Radioactive water~ - Ensure base radioactivity is always set on object init - Ensure base radioactivity is always set on object load - Added profiling to item container rad count - Move radiation map creation to just happen when the first radioactive body tries to add anything
2 Years Ago
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
2 Years Ago
Ensure water radiation map persists between saves
2 Years Ago
Remove logs
2 Years Ago
Cleaned up and streamlined onItemAddedToStack calls from base liquid vessel ItemModContainerRads now listens for a bunch more ItemContainer changes Much more accurate rad count for a vessel
2 Years Ago
Swapped radioactive water icon Added generalised Radioactive flag to item Flag is set true/false by static general radioactivity Flag is also set true/false by the new item container (that supports rads)
2 Years Ago
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
2 Years Ago
Reduce wood pile density by 40%
2 Years Ago
Huge reword and restructure to radioactive items~ Any item can now be radioactive Added new flag on containers to check if any radioactive material is inside before they end up having to count up all their rads. Only used on the ItemModContainerRads for the moment BaseRadioactiveMaterial now declared Extra comments Huge code cleanup with clearer method names
2 Years Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
2 Years Ago
Buffed radioactive water. Hazmat still more than enough protection
2 Years Ago
Reworked ItemModContainerRads to only cache rad updates on item added/removed Should improve reliability whilst also preventing checks on OnDirty providing a decent performance increase
2 Years Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
2 Years Ago
Drinking from a vessel now calls onItemAddedRemoved
2 Years Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
2 Years Ago
Remove weird ass Visual Studio Code formatting
2 Years Ago
Can no longer splash players with radioactive water who are in safe zones
2 Years Ago
Vehicle fuel tank now supports radioactive water
2 Years Ago
world_update_2 -> radioactive_water
2 Years Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
2 Years Ago
traveling_vendor_fixes -> main
2 Years Ago
Attempt to fix get path index ahead NRE
2 Years Ago
Fixed bug that would sometimes cause the travelling vendor to only refill 1 at a time rather than refreshing the whole stock at once
2 Years Ago
Set prevent building radius to is trigger on new divesites
2 Years Ago
radtown_npc_drivethrough -> world_update_2
2 Years Ago
Adjusted entry triggers at radtown to increase reliability
2 Years Ago
Bradley now sucessfully enters and exists splines when at the end/start of radtown
2 Years Ago
Fixed bugs when Bradley locks into spline Added methods for start and end depending on direction Radtown changes S2P
2 Years Ago
Ensure Bradley starts incrementing spline arc length from the correct starting distance (1 from backwards, 0 from forwards) Fixed target list NRE
2 Years Ago
Bradley drive through~ Spline movement code Bradley uses direction injection Direction flipping based on target relative direction Stores and uses initial entry direction to keep a relative forward direction and avoid flipping bradley round the other way Allow peeking next position with a given direction S2P
2 Years Ago
world_update_2 -> radtown_npc_drivethrough
2 Years Ago
Added support for directionality to SimpleSplineTranslator - this will allow Bradley to reverse along the spline as well as go forward over it
2 Years Ago
Basic Bradley backend spline setup
2 Years Ago
convar_directory_folders -> main
2 Years Ago
helicopter_keep_damaged_fx -> main
2 Years Ago
timed_explosive_fx_follow_orientation -> main
2 Years Ago
radtown_npc_drivethrough -> world_update_2
2 Years Ago
Prevent log spam: 'Trying to set velocity on kinematic body' Send over spline interpolation speed to the client to ensure sound plays as normal when moving along a spline
2 Years Ago
radtown_npc_drivethrough -> world_update_2
2 Years Ago
Fixed client compile errors
2 Years Ago
Travelling Vendor Radtown Drivethrough~ - Vendor now correctly follows a spline based path through Radtown upon entering - On leaving Vendor goes back to its normal duties - Added fake slowdown/speed up to spline transitions - Added bunch of properties to SimpleSplineTranslator - Fixed bugs causing it not to recognise the proper end of its currently traversing spline
2 Years Ago
Added offset to spline translations. Adjusted vendor ride height on splines to 6.5 units
2 Years Ago
Added methods to look ahead in spline translator. Lets us ignore inaccurate tangents and just manually look ahead to calculate proper forward. Override vendor steering after starting spline movement Only apply downforce and regular steering if not following a spline
2 Years Ago
Spline translator returns global position by default. Requires spline argument rather than spline data Travelling vendor sets up spline translator on first entry to radtown
2 Years Ago
Wrote a kid friendly spline translator that works with arc length. Can traverse world spline data at any fixed speed with support for looping.
2 Years Ago
Trigger path and trigger path notify system Added trigger to entrance and exit to Radtown