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1,542 Commits over 397 Days - 0.16cph!

2 Months Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
2 Months Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
2 Months Ago
- Radioactive water now inflicts damage on the person carrying it. - Fixed uncessesary send update rad checks
2 Months Ago
Fixed GUID error when dropping an item with ItemModContainerRads
2 Months Ago
world_update_2 -> radioactive_water
2 Months Ago
world_update_2 -> Aux2
2 Months Ago
Ensured large coastal rocks don't spawn on 'monument' marked topology
2 Months Ago
world_update_2 -> Aux2
2 Months Ago
radioactive_water -> world_update_2
2 Months Ago
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
2 Months Ago
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
2 Months Ago
Ensure water radiation map persists between saves
2 Months Ago
Remove logs
2 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
2 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)
2 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
2 Months Ago
Reduce wood pile density by 40%
2 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
2 Months Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
2 Months Ago
Buffed radioactive water. Hazmat still more than enough protection
2 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
2 Months Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
2 Months Ago
Drinking from a vessel now calls onItemAddedRemoved
2 Months Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
2 Months Ago
Remove weird ass Visual Studio Code formatting
2 Months Ago
Can no longer splash players with radioactive water who are in safe zones
2 Months Ago
Vehicle fuel tank now supports radioactive water
2 Months Ago
world_update_2 -> radioactive_water
2 Months Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
2 Months Ago
traveling_vendor_fixes -> main
2 Months Ago
Attempt to fix get path index ahead NRE
2 Months Ago
world_update_2 -> Aux2
2 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
2 Months Ago
Set prevent building radius to is trigger on new divesites
2 Months Ago
world_update_2 -> Aux2
2 Months Ago
radtown_npc_drivethrough -> world_update_2
2 Months Ago
Adjusted entry triggers at radtown to increase reliability
2 Months Ago
Bradley now sucessfully enters and exists splines when at the end/start of radtown
2 Months Ago
Fixed bugs when Bradley locks into spline Added methods for start and end depending on direction Radtown changes S2P
2 Months Ago
Ensure Bradley starts incrementing spline arc length from the correct starting distance (1 from backwards, 0 from forwards) Fixed target list NRE
2 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
2 Months Ago
world_update_2 -> radtown_npc_drivethrough
2 Months Ago
Added support for directionality to SimpleSplineTranslator - this will allow Bradley to reverse along the spline as well as go forward over it
2 Months Ago
Basic Bradley backend spline setup
2 Months Ago
convar_directory_folders -> main
2 Months Ago
helicopter_keep_damaged_fx -> main
2 Months Ago
timed_explosive_fx_follow_orientation -> main
2 Months Ago
world_update_2 -> Aux2
2 Months Ago
radtown_npc_drivethrough -> world_update_2
2 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