2,793 Commits over 548 Days - 0.21cph!
Change input to jump only
Mountable:
- Added dismount on input
- Added eye override pose
- Adjusted poses when on mountable
- Changed mountable spawning behaviour
divesite_despawn_fix -> main
Doubled divesite check radius
- Still low enough to properly despawn divesites
- High enough to allow swim to surface
Partial modifier and RPC build
- Scene updates
- Prefab properties populated
- Manifest
- Initial launch point and mountable basic scripts
- Basic prefab setup
- Vine launch points can connect together
radtown_spline_fixes -> main
patrolheli_orbitstrafe_fix -> main
radioactive_water_convars -> main
Greatly buffed rad amount from sprinklers by over 70%
This makes it high enough to lightly affect full kits
Buffed the amount of rads given by splashes of radioactive water by 40%
Prevent Bunker Entrances being valid targets for heli crash
- Add a boolean to monuments allowing manual control of if heli should crash there or not
- Ensure patrol heli respects the filter
Fix NRE happening on TravellingVendor::IgnorePlayer
Wrap spawn logs in UNITY_EDITOR checks
Stop Travelling Vendor from spawning on top of stuff inside the Radtown:
- Simplified Travelling Vendor spawning
- Profiling for spawn attempts
- Topology alongside better physics checks
- Refactor
Radtown puts down monument topology
Put counter text changes on the correct branch
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore.
https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
FIxed divesite buoys from being able to spawn in on top of a player
Didn't think this would ever be a problem
- Adjusted Bradley spline height.
- Check how close before you enter
Added convars:
'radiation.water_loot_damage'
'radiation.water_inventory_damage'
'radiation.materialToRadsRatio'
Smoothed vendor entry and exit to spline
Bradley much less likely to enter a spline when turning or facing a target from behind
Remove old spline leave code
Perform strafe target check before bothering to enter orbit state
Prevent Bradley from instantly rejoining spline
Bradley logs wrapped in unity editor checks
Increase second rad pool height so its easier to drink from
merge -> world_update_2 (have to do this again cause of last conflicts)
Refix: Had to remove due to merge conflicts
Fixed drinking from rad water sources just providing regular water
Nerf waterguns filled with radioactive water. It was over 400 rads per tank before
Fixed doubled up vehicle modules. Turns out rad code can work just fine without additional item calls
Labs draw some topology under themselves to prevent divesites from spawning on top of them. Divesites avoid monument topology
Show toast when trying to mix different liquids so the player has a clue whats going on
Don't allow mixing different liquid types on liquid vessels. This has always been allowed?
radioactive_water -> world_update_2
Radioactive water:
- Apply radiation from spinklers in the same way as wetness (more reliable and easily adjustable)
- Improved the abilities of TriggerRadiation (LOS Support, Height Check Support and Collider Radius Support)
- Balanced sprinkler damage