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1,554 Commits over 397 Days - 0.16cph!

41 Days Ago
- Vine object - Prefab setup
42 Days Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
42 Days Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
42 Days Ago
Change mountable so the player doesnt insta die on dismount
42 Days Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
43 Days Ago
main -> vines
44 Days Ago
Auto dismount player at the end of sampling (just use distance for now)
44 Days Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
44 Days Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
44 Days Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
44 Days Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
45 Days Ago
Change input to jump only
45 Days Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
45 Days Ago
divesite_despawn_fix -> main
45 Days Ago
Doubled divesite check radius - Still low enough to properly despawn divesites - High enough to allow swim to surface
46 Days Ago
Partial modifier and RPC build
46 Days Ago
- Scene updates - Prefab properties populated - Manifest
46 Days Ago
Merge fixes
46 Days Ago
- Initial launch point and mountable basic scripts - Basic prefab setup - Vine launch points can connect together
46 Days Ago
radtown_spline_fixes -> main
46 Days Ago
patrolheli_orbitstrafe_fix -> main
46 Days Ago
radioactive_water_convars -> main
46 Days Ago
buoy_spawn_fix -> main
46 Days Ago
Initial scene setup
46 Days Ago
Slight value tweaks
46 Days Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
46 Days Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
46 Days Ago
Prevent Bunker Entrances being valid targets for heli crash
47 Days Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
47 Days Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
47 Days Ago
Wrap spawn logs in UNITY_EDITOR checks
47 Days Ago
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
47 Days Ago
Radtown puts down monument topology
47 Days Ago
Put counter text changes on the correct branch
50 Days Ago
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
50 Days Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
50 Days Ago
- Adjusted Bradley spline height. - Check how close before you enter
51 Days Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
51 Days Ago
removed debug logs
51 Days Ago
Smoothed vendor entry and exit to spline
51 Days Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
52 Days Ago
Remove old spline leave code
52 Days Ago
Perform strafe target check before bothering to enter orbit state
52 Days Ago
Prevent Bradley from instantly rejoining spline
52 Days Ago
Bradley logs wrapped in unity editor checks
53 Days Ago
world_update_2 -> main
53 Days Ago
Increase second rad pool height so its easier to drink from
53 Days Ago
merge -> world_update_2 (have to do this again cause of last conflicts)
53 Days Ago
Refix: Had to remove due to merge conflicts
53 Days Ago
main -> world_update_2