userIan Hendersoncancel
branchrust_reboot/main/world_update_2/radioactive_watercancel

48 Commits over 31 Days - 0.06cph!

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
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
Ensure water radiation map persists between saves
Remove logs
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
Yesterday
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)
Yesterday
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
2 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
2 Days Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
2 Days Ago
Buffed radioactive water. Hazmat still more than enough protection
2 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
2 Days Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
2 Days Ago
Drinking from a vessel now calls onItemAddedRemoved
3 Days Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
3 Days Ago
Remove weird ass Visual Studio Code formatting
3 Days Ago
Can no longer splash players with radioactive water who are in safe zones
3 Days Ago
Vehicle fuel tank now supports radioactive water
3 Days Ago
world_update_2 -> radioactive_water
14 Days Ago
Fixed server build error
17 Days Ago
Radioactive water~ Looting player will now be irradiated whilst looting a dead/alive player that has large amounts of radioactive water on them (this only happens in the looting window) Items now have some standardised methods to look for radiation amounts. For the time being these are only > 0 if the item has a ContainerRads item mod Much cleaner routing through BasePlayer-Client.Looting as well as LootableCorpse New file to specifically deal with these radiation changes on BasePlayer Splashable now uses new methods Route radiation check updates through PlayerLoot::SendUpdate to further prevent unneeded calculations
19 Days Ago
Fixed broken rad counts from container Amounts update on changed instead
19 Days Ago
Player loot method to grab rads
19 Days Ago
Rerouted to ItemContainer instead
19 Days Ago
Fixed a bug crashing the editor on start ModInit was too early for ItemManager?
19 Days Ago
Attempt at routing rad amounts through item containers
20 Days Ago
Missing Radiation files
20 Days Ago
Balanced radioactive water splashes on players Balanced radioactive water sprinker splashes on players Moved Radiation calculations (tiers, protection discounts) to its own static class rather than storing it in TriggerRadiation
21 Days Ago
Rads are applyed to player motabolism instead
22 Days Ago
world_update_2 -> world_update_2/radioactive_water
27 Days Ago
world_update_2 -> world_update_2/radioactive_water
29 Days Ago
Added boolean to enable automatic topology changes Lake/Oasis/Radtown S2P
29 Days Ago
Revert set topology on water sources - fixes incorrect topology map with lakes on terrain generation Temprorarily breaks Radioactive Water
29 Days Ago
Merge World Update 2 -> Radioactive Water
33 Days Ago
Radioactive water reduces thirst rather than increasing it
33 Days Ago
Ensured radtown has correct lake setup
33 Days Ago
Merge world_update_2
36 Days Ago
Water barrel accepts radioactive water
36 Days Ago
Player is now splashable by radioactive water. Irradiates players. This means sprinklers filled with radioactive water will gradually radiate any player under its spray
36 Days Ago
Bunch of bug fixes Added remove all force methods to planter. Removes all with no fibre drops when radioactive water is used
36 Days Ago
Fillwater command now supports radioactive water
36 Days Ago
Radioactive water will kill all plants in a planter when splashed
36 Days Ago
planter splash check
36 Days Ago
Added icon to radioactive water Radioactive water will merge together with water or salt water in containers, turning them into radioactive water
36 Days Ago
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
36 Days Ago
Swapped radioactive water check from physics checks to a texture map instead
37 Days Ago
Added drinkable radioactive water to new radtown S2P
37 Days Ago
Revert procedural map
37 Days Ago
Actually add water body to the topology map. Water bodies marked as lake/river should now be drinkable as expected