2,793 Commits over 548 Days - 0.21cph!
radioactive_water -> world_update_2
Backpack contents NRE fix
radioactive_water -> world_update_2
world_update_2 -> radioactive_water
Dont override onItemAddedRemoved delegate
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
Ensure vendor grabs correct direction for peek
Travelling vendor calculates the correct starting distance
world_update_2 -> main (print statement was annoying!)
Removed spammy debug print statement
radioactive_water -> world_update_2
Bubble up rads called on server only
Ensure patrol helicopter will crash at new Radtown and Mining Outpost
radioactive_water -> world_update_2
Prevent bubble up from throwing an NRE
radioactive_water -> world_update_2
Radioactive water is finally supported in backpacks:
- Radioactive poll requests 'bubble' up through children to parents
- ItemModContainerRads now looks at parent changes as well as item parent changes
- Huge amount of debugging and messing around
- Ensure containerWear is properly added to calculate inventory radioactivity
- Ensure ItemModContainerRads goes through every item in its contents
- Added extra profiling to ItemModContainerRads
- Added backpack contents to player inventory rad damage
- Swapped backpack to use ItemModContainerRads to ensure its radioactivity levels are performantly calculated
world_update_2 -> radioactive_water
radioactive_water -> world_update_2
Water purifier no longer purifies radioactive water
Ensure throwing out water forces a rad count on the vessel
Allow underwater plants to respond to displacement using Brian's new displacement override.
Adjusted displacement planes to see if that has any effect
world_update_2 -> radioactive_water
Make buoys add a little force to the player when they stand on top
radioactive_water -> world_update_2
Increased buffer on water body physics check
Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
Radtown:
Enabled mesh collider on toxic water surface
Raised second radioactive water source to extend higher up
S2P
Some changes on the new radioactive body drinking detection. Closer.
Fixed radioactive water poisoning sound trying to access a higher index by accident
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
Fixed broken bota bag prefab
Ensured it has correct container to support rad water
Fixed wood piles being set as ore
world_update_2 -> radioactive_water
Remove the old way to find out if a water body is radioactive.
New way doesn't require a texture map.
world_update_2 -> radioactive_water
Wood Pile:
Balancing changes
Increased size of grass displacement map
world_update_2 -> radioactive_water
radioactive_water -> Aux2
Fixed radiation triggers returning minimal/no rads
radioactive_water -> world_update_2
Attempt to fix an incorrect GUID error