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3,679 Commits over 639 Days - 0.24cph!

10 Months Ago
world_update_2/logpile_fixes -> world_update_2
10 Months Ago
Rebalanced wood pile to 1k with hatchet
10 Months Ago
Fixed Jackhammer causing RPC Error when used on legacy wood piles
10 Months Ago
Heli Error Spam Fix -> Main
10 Months Ago
Revert heli dynamic height Should prevent error spam
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
world_update_2/radioactive_water -> world_update_2
10 Months Ago
Fixed server build error
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
Merge radioactive_water -> world_update_2
10 Months Ago
Added convar for opening directory folders (only works locally) Can be used to setup binds to quickly open screenshots/demos/maps etc
10 Months Ago
Split orbit null checks into two seperate checks to ensure target being null cant mess with the second check Reduced the max amount of rockets fired by orbit strafe from 24 to 16
10 Months Ago
Patrol Helicopter will keep playing damaged fx alongside destroyed fx
10 Months Ago
Follow orientation attempt 2
10 Months Ago
Boolean to force an explosion to follow the orientation of its parent
10 Months Ago
Boolean to force an explosion to follow the orientation of
11 Months Ago
world_update_2 -> Aux2
11 Months Ago
Ensure shared is created in GameSetup as well as main menu system
11 Months Ago
visual_bounds_fix -> world_update_2
11 Months Ago
Fix projet settings
11 Months Ago
Subtract last merge due to project settings
11 Months Ago
visual_bounds_fix -> world_update_2
11 Months Ago
- Visual bounds didn't exist on the client. This broke all snow effects via MaterialSetup as it incorrectly reported entities as being on the tutoral island 100% of the time on the Client. - Setup new shared system prefab. - Shared prefab launches before client/server init.
11 Months Ago
world_update_2 -> Aux2
11 Months Ago
world_update_2/waterwell_update -> world_update_2
11 Months Ago
Added static respawning planters to new Water Wells.
11 Months Ago
Respawning Static Planters ~ Added ConVar to adjust the extra favourable gene chance. Better system for informing the static planter when plants die Set respawn check to 30 seconds
11 Months Ago
Ensured soil saturation stays at maximum throughout growth cycle Overall quality artificially set
11 Months Ago
Added system to mark growable entities as god - this ensure they always calulate max quality on all stats Applied to plants inside static planter
11 Months Ago
Dont try to Free a list that doesn't exist
11 Months Ago
Added an optimised way to check if a static planter box is empty
11 Months Ago
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
11 Months Ago
Fixed static planter now actually spawns the random selection of plants. Spawn positions are now cached in the editor instead of at runtime
11 Months Ago
Created basic setup for static planter box: Will grab all available sockets at startup, pick a random plant from a list and spawn them on the traditional deploy sockets
11 Months Ago
Radioactive water~ Looting player will now be irradiated whilst looting a dead/alive player that has large amounts of radioactive water on them (this only happens in the looting window) Items now have some standardised methods to look for radiation amounts. For the time being these are only > 0 if the item has a ContainerRads item mod Much cleaner routing through BasePlayer-Client.Looting as well as LootableCorpse New file to specifically deal with these radiation changes on BasePlayer Splashable now uses new methods Route radiation check updates through PlayerLoot::SendUpdate to further prevent unneeded calculations
11 Months Ago
Fixed broken rad counts from container Amounts update on changed instead
11 Months Ago
Player loot method to grab rads
11 Months Ago
Rerouted to ItemContainer instead
11 Months Ago
Fixed a bug crashing the editor on start ModInit was too early for ItemManager?
11 Months Ago
Attempt at routing rad amounts through item containers
11 Months Ago
Missing Radiation files
11 Months Ago
Balanced radioactive water splashes on players Balanced radioactive water sprinker splashes on players Moved Radiation calculations (tiers, protection discounts) to its own static class rather than storing it in TriggerRadiation
11 Months Ago
Rads are applyed to player motabolism instead
11 Months Ago
Subtracted last commit
11 Months Ago
Run material setup on procedural objects even if the world is cached
11 Months Ago
world_update_2 -> world_update_2/radioactive_water
11 Months Ago
demo_nametag -> main
11 Months Ago
Ensured new nametag behaviour respects user setting nametags to true
11 Months Ago
demo_nametag -> main
11 Months Ago
Nametags are now re-enabled in basically every case when leaving a demo