userIan Hendersoncancel
branchrust_reboot/main/world_update_2/radioactive_watercancel

81 Commits over 31 Days - 0.11cph!

4 Days Ago
Radioactive water: - Apply radiation from spinklers in the same way as wetness (more reliable and easily adjustable) - Improved the abilities of TriggerRadiation (LOS Support, Height Check Support and Collider Radius Support) - Balanced sprinkler damage
6 Days Ago
Backpack contents NRE fix
6 Days Ago
world_update_2 -> radioactive_water
6 Days Ago
Dont override onItemAddedRemoved delegate
6 Days Ago
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
6 Days Ago
Bubble up rads called on server only
6 Days Ago
Prevent bubble up from throwing an NRE
7 Days Ago
Radioactive water is finally supported in backpacks: - Radioactive poll requests 'bubble' up through children to parents - ItemModContainerRads now looks at parent changes as well as item parent changes - Huge amount of debugging and messing around
7 Days Ago
- Ensure containerWear is properly added to calculate inventory radioactivity - Ensure ItemModContainerRads goes through every item in its contents - Added extra profiling to ItemModContainerRads
7 Days Ago
- Added backpack contents to player inventory rad damage - Swapped backpack to use ItemModContainerRads to ensure its radioactivity levels are performantly calculated
7 Days Ago
world_update_2 -> radioactive_water
8 Days Ago
Water purifier no longer purifies radioactive water
8 Days Ago
Ensure throwing out water forces a rad count on the vessel
8 Days Ago
world_update_2 -> radioactive_water
9 Days Ago
Increased buffer on water body physics check
9 Days Ago
Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
9 Days Ago
Radtown: Enabled mesh collider on toxic water surface Raised second radioactive water source to extend higher up S2P
9 Days Ago
Some changes on the new radioactive body drinking detection. Closer.
9 Days Ago
Fixed radioactive water poisoning sound trying to access a higher index by accident
9 Days Ago
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
9 Days Ago
Fixed broken bota bag prefab Ensured it has correct container to support rad water
9 Days Ago
world_update_2 -> radioactive_water
10 Days Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.
10 Days Ago
world_update_2 -> radioactive_water
10 Days Ago
world_update_2 -> radioactive_water
11 Days Ago
Fixed radiation triggers returning minimal/no rads
12 Days Ago
Attempt to fix an incorrect GUID error
12 Days Ago
Ensured belt and main inventory on the player do the correct checks. A container filled or refilled in inventory should now correctly notify the rad check system.
12 Days Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
12 Days Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
14 Days Ago
- Radioactive water now inflicts damage on the person carrying it. - Fixed uncessesary send update rad checks
14 Days Ago
Fixed GUID error when dropping an item with ItemModContainerRads
14 Days Ago
world_update_2 -> radioactive_water
15 Days 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
15 Days Ago
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
15 Days Ago
Ensure water radiation map persists between saves
15 Days Ago
Remove logs
15 Days 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
16 Days 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)
16 Days Ago
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
17 Days 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
17 Days Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
17 Days Ago
Buffed radioactive water. Hazmat still more than enough protection
17 Days 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
17 Days Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
17 Days Ago
Drinking from a vessel now calls onItemAddedRemoved
17 Days Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
17 Days Ago
Remove weird ass Visual Studio Code formatting
17 Days Ago
Can no longer splash players with radioactive water who are in safe zones
17 Days Ago
Vehicle fuel tank now supports radioactive water