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4,127 Commits over 701 Days - 0.25cph!

11 Months Ago
report_copy_steamid -> main
11 Months Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
11 Months Ago
CCTV Cameras can now hear in game voice feeds - GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough - Extra connections added to ConnectionsInSphereList as normal
11 Months Ago
main -> voice_chat_cctv
11 Months Ago
main -> vines
11 Months Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
11 Months Ago
Initial work to render a line
11 Months Ago
Dispose of line renderer on destroy
11 Months Ago
- Vine object - Prefab setup
11 Months 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
11 Months Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
11 Months Ago
Change mountable so the player doesnt insta die on dismount
11 Months Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
11 Months Ago
main -> vines
11 Months Ago
Auto dismount player at the end of sampling (just use distance for now)
11 Months Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
11 Months Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
11 Months Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
11 Months Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
11 Months Ago
Change input to jump only
11 Months Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
11 Months Ago
divesite_despawn_fix -> main
11 Months Ago
Doubled divesite check radius - Still low enough to properly despawn divesites - High enough to allow swim to surface
11 Months Ago
Partial modifier and RPC build
11 Months Ago
- Scene updates - Prefab properties populated - Manifest
11 Months Ago
Merge fixes
11 Months Ago
- Initial launch point and mountable basic scripts - Basic prefab setup - Vine launch points can connect together
11 Months Ago
radtown_spline_fixes -> main
11 Months Ago
patrolheli_orbitstrafe_fix -> main
11 Months Ago
radioactive_water_convars -> main
11 Months Ago
buoy_spawn_fix -> main
11 Months Ago
Initial scene setup
11 Months Ago
Slight value tweaks
11 Months Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
11 Months Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
11 Months Ago
Prevent Bunker Entrances being valid targets for heli crash
11 Months Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
11 Months Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
11 Months Ago
Wrap spawn logs in UNITY_EDITOR checks
11 Months 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
11 Months Ago
Radtown puts down monument topology
11 Months Ago
Put counter text changes on the correct branch
11 Months 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
11 Months Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
11 Months Ago
- Adjusted Bradley spline height. - Check how close before you enter
11 Months Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
11 Months Ago
removed debug logs
11 Months Ago
Smoothed vendor entry and exit to spline
11 Months Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
11 Months Ago
Remove old spline leave code