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

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
2 Years Ago
Ensure vendor test scene spawns a radtown
2 Years Ago
Added spline for vendor and bradley to follow S2P
2 Years Ago
Added control point/ tangent editor tools to world spline inspector
2 Years Ago
Raised entry bars Moved lamppost backwards to give enough room for vendor/bradley to pass
2 Years Ago
world_update_2/logpile_fixes -> world_update_2
2 Years Ago
Rebalanced wood pile to 1k with hatchet
2 Years Ago
Fixed Jackhammer causing RPC Error when used on legacy wood piles
2 Years Ago
Heli Error Spam Fix -> Main
2 Years Ago
Revert heli dynamic height Should prevent error spam
2 Years Ago
world_update_2/radioactive_water -> world_update_2
2 Years Ago
Fixed server build error
2 Years Ago
Merge radioactive_water -> world_update_2
2 Years Ago
Added convar for opening directory folders (only works locally) Can be used to setup binds to quickly open screenshots/demos/maps etc
2 Years Ago
Split orbit null checks into two seperate checks to ensure target being null cant mess with the second check Reduced the max amount of rockets fired by orbit strafe from 24 to 16
2 Years Ago
Patrol Helicopter will keep playing damaged fx alongside destroyed fx
2 Years Ago
Follow orientation attempt 2
2 Years Ago
Boolean to force an explosion to follow the orientation of its parent
2 Years Ago
Boolean to force an explosion to follow the orientation of
2 Years Ago
Ensure shared is created in GameSetup as well as main menu system
2 Years Ago
visual_bounds_fix -> world_update_2
2 Years Ago
Fix projet settings
2 Years Ago
Subtract last merge due to project settings
2 Years Ago
visual_bounds_fix -> world_update_2
2 Years Ago
- Visual bounds didn't exist on the client. This broke all snow effects via MaterialSetup as it incorrectly reported entities as being on the tutoral island 100% of the time on the Client. - Setup new shared system prefab. - Shared prefab launches before client/server init.
2 Years Ago
world_update_2/waterwell_update -> world_update_2
2 Years Ago
Added static respawning planters to new Water Wells.
2 Years Ago
Respawning Static Planters ~ Added ConVar to adjust the extra favourable gene chance. Better system for informing the static planter when plants die Set respawn check to 30 seconds
2 Years Ago
Ensured soil saturation stays at maximum throughout growth cycle Overall quality artificially set
2 Years Ago
Added system to mark growable entities as god - this ensure they always calulate max quality on all stats Applied to plants inside static planter
2 Years Ago
Dont try to Free a list that doesn't exist
2 Years Ago
Added an optimised way to check if a static planter box is empty
2 Years Ago
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
2 Years Ago
Fixed static planter now actually spawns the random selection of plants. Spawn positions are now cached in the editor instead of at runtime
2 Years Ago
Created basic setup for static planter box: Will grab all available sockets at startup, pick a random plant from a list and spawn them on the traditional deploy sockets
2 Years 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
2 Years Ago
Fixed broken rad counts from container Amounts update on changed instead
2 Years Ago
Player loot method to grab rads
2 Years Ago
Rerouted to ItemContainer instead
2 Years Ago
Fixed a bug crashing the editor on start ModInit was too early for ItemManager?
2 Years Ago
Attempt at routing rad amounts through item containers