1,542 Commits over 397 Days - 0.16cph!
Made new method called on containers when a child changes radioactive amounts
Ensures containerBelt and containerMain do rad checks at the correct times.
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
- Radioactive water now inflicts damage on the person carrying it.
- Fixed uncessesary send update rad checks
Fixed GUID error when dropping an item with ItemModContainerRads
world_update_2 -> radioactive_water
Ensured large coastal rocks don't spawn on 'monument' marked topology
radioactive_water -> world_update_2
Radioactive water~
- Ensure base radioactivity is always set on object init
- Ensure base radioactivity is always set on object load
- Added profiling to item container rad count
- Move radiation map creation to just happen when the first radioactive body tries to add anything
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
Ensure water radiation map persists between saves
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
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)
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
Reduce wood pile density by 40%
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
Poll rad amount inside container when opening
Centralised MaterialToRadsRatio inside Radiation.cs
Buffed radioactive water.
Hazmat still more than enough protection
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
Ensure ItemModConsumeContents also calls onItemAddedRemove
Drinking from a vessel now calls onItemAddedRemoved
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg:
ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
Remove weird ass Visual Studio Code formatting
Can no longer splash players with radioactive water who are in safe zones
Vehicle fuel tank now supports radioactive water
world_update_2 -> radioactive_water
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
traveling_vendor_fixes -> main
Attempt to fix get path index ahead NRE
Fixed bug that would sometimes cause the travelling vendor to only refill 1 at a time rather than refreshing the whole stock at once
Set prevent building radius to is trigger on new divesites
radtown_npc_drivethrough -> world_update_2
Adjusted entry triggers at radtown to increase reliability
Bradley now sucessfully enters and exists splines when at the end/start of radtown
Fixed bugs when Bradley locks into spline
Added methods for start and end depending on direction
Radtown changes
S2P
Ensure Bradley starts incrementing spline arc length from the correct starting distance (1 from backwards, 0 from forwards)
Fixed target list NRE
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
world_update_2 -> radtown_npc_drivethrough
Added support for directionality to SimpleSplineTranslator - this will allow Bradley to reverse along the spline as well as go forward over it
Basic Bradley backend spline setup
convar_directory_folders -> main
helicopter_keep_damaged_fx -> main
timed_explosive_fx_follow_orientation -> main
radtown_npc_drivethrough -> world_update_2
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