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6,617 Commits over 1,066 Days - 0.26cph!

1 Year Ago
Wood Pile: Balancing changes Increased size of grass displacement map
1 Year Ago
world_update_2 -> radioactive_water
1 Year Ago
radioactive_water -> Aux2
1 Year Ago
Fixed radiation triggers returning minimal/no rads
2 Years Ago
radioactive_water -> world_update_2
2 Years Ago
Attempt to fix an incorrect GUID error
2 Years 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.
2 Years Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
2 Years Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
2 Years Ago
- Radioactive water now inflicts damage on the person carrying it. - Fixed uncessesary send update rad checks
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