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3,679 Commits over 639 Days - 0.24cph!

10 Months Ago
Cleaned up and streamlined onItemAddedToStack calls from base liquid vessel ItemModContainerRads now listens for a bunch more ItemContainer changes Much more accurate rad count for a vessel
10 Months Ago
Swapped radioactive water icon Added generalised Radioactive flag to item Flag is set true/false by static general radioactivity Flag is also set true/false by the new item container (that supports rads)
10 Months Ago
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
10 Months Ago
Reduce wood pile density by 40%
10 Months Ago
Huge reword and restructure to radioactive items~ Any item can now be radioactive Added new flag on containers to check if any radioactive material is inside before they end up having to count up all their rads. Only used on the ItemModContainerRads for the moment BaseRadioactiveMaterial now declared Extra comments Huge code cleanup with clearer method names
10 Months Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
10 Months Ago
Buffed radioactive water. Hazmat still more than enough protection
10 Months Ago
Reworked ItemModContainerRads to only cache rad updates on item added/removed Should improve reliability whilst also preventing checks on OnDirty providing a decent performance increase
10 Months Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
10 Months Ago
Drinking from a vessel now calls onItemAddedRemoved
10 Months Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
10 Months Ago
Remove weird ass Visual Studio Code formatting
10 Months Ago
Can no longer splash players with radioactive water who are in safe zones
10 Months Ago
Vehicle fuel tank now supports radioactive water
10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
10 Months Ago
traveling_vendor_fixes -> main
10 Months Ago
Attempt to fix get path index ahead NRE
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
Fixed bug that would sometimes cause the travelling vendor to only refill 1 at a time rather than refreshing the whole stock at once
10 Months Ago
Set prevent building radius to is trigger on new divesites
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
radtown_npc_drivethrough -> world_update_2
10 Months Ago
Adjusted entry triggers at radtown to increase reliability
10 Months Ago
Bradley now sucessfully enters and exists splines when at the end/start of radtown
10 Months Ago
Fixed bugs when Bradley locks into spline Added methods for start and end depending on direction Radtown changes S2P
10 Months Ago
Ensure Bradley starts incrementing spline arc length from the correct starting distance (1 from backwards, 0 from forwards) Fixed target list NRE
10 Months Ago
Bradley drive through~ Spline movement code Bradley uses direction injection Direction flipping based on target relative direction Stores and uses initial entry direction to keep a relative forward direction and avoid flipping bradley round the other way Allow peeking next position with a given direction S2P
10 Months Ago
world_update_2 -> radtown_npc_drivethrough
10 Months Ago
Added support for directionality to SimpleSplineTranslator - this will allow Bradley to reverse along the spline as well as go forward over it
10 Months Ago
Basic Bradley backend spline setup
10 Months Ago
convar_directory_folders -> main
10 Months Ago
helicopter_keep_damaged_fx -> main
10 Months Ago
timed_explosive_fx_follow_orientation -> main
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
radtown_npc_drivethrough -> world_update_2
10 Months 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
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
radtown_npc_drivethrough -> world_update_2
10 Months Ago
Fixed client compile errors
10 Months 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
10 Months Ago
Added offset to spline translations. Adjusted vendor ride height on splines to 6.5 units
10 Months 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
10 Months 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
10 Months 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.
10 Months Ago
Trigger path and trigger path notify system Added trigger to entrance and exit to Radtown
10 Months Ago
Ensure vendor test scene spawns a radtown
10 Months Ago
Added spline for vendor and bradley to follow S2P
10 Months Ago
Added control point/ tangent editor tools to world spline inspector
10 Months Ago
Raised entry bars Moved lamppost backwards to give enough room for vendor/bradley to pass