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

2 Years Ago
Radioactive Water -> World Update 2
2 Years Ago
Ensured radtown has correct lake setup
2 Years Ago
Merge world_update_2
2 Years Ago
Patrol heli fixes -> Main
2 Years Ago
Stop an orbit strafe if the target is null Should fix a rare NRE on orbit strafe enter
2 Years Ago
Death state no longer automatically ignores terrain pushback Heli now allows terrain pushback on seek monument crashing
2 Years Ago
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
2 Years Ago
Explosive Effect Offset -> Main
2 Years Ago
Add ability to offset explosion effects locally or in world space
2 Years Ago
Adjust terrain anchors on all 3 new divesites
2 Years Ago
Swap divesites over to prefab Remove Scene2Prefab Resetup populations Delete autospawn folder
2 Years Ago
Placement changes Manifest again Made seperate wood bonus for wood piles
2 Years Ago
World Update 2 -> Legacy Wood Pile Improvements
2 Years Ago
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
2 Years Ago
Improved hotspot node y choices on wood piles
2 Years Ago
Much cleaner behaviour on outside points
2 Years Ago
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
2 Years Ago
Swapped woodpile over to wood effects
2 Years Ago
Hide Clouds Convar -> Main
2 Years Ago
Main -> Hide Clouds Convar
2 Years Ago
New Divesite Spawns -> World Update 2
2 Years Ago
Add divesite scripts to each prefab Buoy's added Spawnable added Crate spawns wired up
2 Years Ago
Vendor Sleeper Kill -> Main
2 Years Ago
Travelling vendor no longer marks sleepers as hostile should they sleep near the road long enough
2 Years Ago
BP Stock Fix -> Main
2 Years Ago
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
2 Years Ago
Water barrel accepts radioactive water
2 Years 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
2 Years Ago
Bunch of bug fixes Added remove all force methods to planter. Removes all with no fibre drops when radioactive water is used
2 Years Ago
Fillwater command now supports radioactive water
2 Years Ago
Radioactive water will kill all plants in a planter when splashed
2 Years Ago
planter splash check
2 Years Ago
Added icon to radioactive water Radioactive water will merge together with water or salt water in containers, turning them into radioactive water
2 Years Ago
Phrases build without the DLL
2 Years Ago
Fixed source generator broken reference
2 Years Ago
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
2 Years Ago
Swapped radioactive water check from physics checks to a texture map instead
2 Years Ago
Rebuild phrases
2 Years Ago
Missed files
2 Years Ago
Main -> Frontier Hazmat
2 Years Ago
Added drinkable radioactive water to new radtown S2P
2 Years Ago
Revert procedural map
2 Years Ago
Actually add water body to the topology map. Water bodies marked as lake/river should now be drinkable as expected
2 Years Ago
Code cleanup
2 Years Ago
Initially flush fake data pushed into config for the tool display Ensures every entry has up to date config information
2 Years Ago
Simple monuments now registered with tools rather than just groups
2 Years Ago
Added monument blacklist to world config as well as map tools
2 Years Ago
Set monument settings to the world setup defaults if they dont exist in the config
2 Years Ago
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
2 Years Ago
Decor and monument components will now look at the world config to see if they are listed If listed they will set their values to the overriden values set in the config If disabled they will stop their spawn from happening