1,542 Commits over 397 Days - 0.16cph!
Wood Piles~
Hotspot nodes were consistently getting stuck in ridges/weird parts of mesh. Came up with a way to use custom centres for each stage on an ore resource node. Much better results overall.
Greatly simplied my first attempt.
Enable read/write on legacy wood pile importer
World Update 2 -> Legacy Woodpile
Added prevent build volumes to buoys and divesites
Divesite underwater check
Radioactive Water (missing manifest) -> World Update 2
Radioactive water reduces thirst rather than increasing it
Radioactive Water -> World Update 2
Ensured radtown has correct lake setup
Patrol heli fixes -> Main
Stop an orbit strafe if the target is null
Should fix a rare NRE on orbit strafe enter
Death state no longer automatically ignores terrain pushback
Heli now allows terrain pushback on seek monument crashing
Second Attempt:
Patrol helicopter will now patrol at 30m or ground height + 30, whatever is higher. This should ensure heli keeps a consistent height above the world when patroling
Prior to this the helicopter would just fly at 30m no matter the terrain
Explosive Effect Offset -> Main
Add ability to offset explosion effects locally or in world space
Adjust terrain anchors on all 3 new divesites
Swap divesites over to prefab
Remove Scene2Prefab
Resetup populations
Delete autospawn folder
Placement changes
Manifest again
Made seperate wood bonus for wood piles
World Update 2 -> Legacy Wood Pile Improvements
DoPrepare to get an id on the new divesite prefabs
Cleared out divesite_a and c replicas
Updated manifest
Re-added to populations to ensure proc gen spawning for the new prefab paths
Improved hotspot node y choices on wood piles
Much cleaner behaviour on outside points
Woodpiles ~
Node hotspot keeps spawning in the tight parts of the mesh - add an optional parameter to force it to spawn more towards the outside of the mesh
More changes to effects and sounds
Swapped woodpile over to wood effects
Hide Clouds Convar -> Main
Main -> Hide Clouds Convar
New Divesite Spawns -> World Update 2
Add divesite scripts to each prefab
Buoy's added
Spawnable added
Crate spawns wired up
Vendor Sleeper Kill -> Main
Travelling vendor no longer marks sleepers as hostile should they sleep near the road long enough
NPC vending machines have never properly counted the stock of blueprints
Causing vendiing machines to gradually fill up with crazy amounts of BP's cause they always thought they had 0 stock
Water barrel accepts radioactive water
Player is now splashable by radioactive water. Irradiates players.
This means sprinklers filled with radioactive water will gradually radiate any player under its spray
Bunch of bug fixes
Added remove all force methods to planter. Removes all with no fibre drops when radioactive water is used
Fillwater command now supports radioactive water
Radioactive water will kill all plants in a planter when splashed
Added icon to radioactive water
Radioactive water will merge together with water or salt water in containers, turning them into radioactive water
Phrases build without the DLL
Fixed source generator broken reference
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
Swapped radioactive water check from physics checks to a texture map instead
Added drinkable radioactive water to new radtown
S2P