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1,542 Commits over 397 Days - 0.16cph!

2 Months Ago
world_update_2 -> Aux2
2 Months Ago
radtown_npc_drivethrough -> world_update_2
2 Months Ago
Fixed client compile errors
2 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
2 Months Ago
Added offset to spline translations. Adjusted vendor ride height on splines to 6.5 units
2 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
2 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
2 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.
3 Months Ago
Trigger path and trigger path notify system Added trigger to entrance and exit to Radtown
3 Months Ago
Ensure vendor test scene spawns a radtown
3 Months Ago
Added spline for vendor and bradley to follow S2P
3 Months Ago
Added control point/ tangent editor tools to world spline inspector
3 Months Ago
Raised entry bars Moved lamppost backwards to give enough room for vendor/bradley to pass
3 Months Ago
world_update_2/logpile_fixes -> world_update_2
3 Months Ago
Rebalanced wood pile to 1k with hatchet
3 Months Ago
Fixed Jackhammer causing RPC Error when used on legacy wood piles
3 Months Ago
Heli Error Spam Fix -> Main
3 Months Ago
Revert heli dynamic height Should prevent error spam
3 Months Ago
world_update_2 -> Aux2
3 Months Ago
world_update_2/radioactive_water -> world_update_2
3 Months Ago
Fixed server build error
3 Months Ago
world_update_2 -> Aux2
3 Months Ago
Merge radioactive_water -> world_update_2
3 Months Ago
Added convar for opening directory folders (only works locally) Can be used to setup binds to quickly open screenshots/demos/maps etc
3 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
3 Months Ago
Patrol Helicopter will keep playing damaged fx alongside destroyed fx
3 Months Ago
Follow orientation attempt 2
3 Months Ago
Boolean to force an explosion to follow the orientation of its parent
3 Months Ago
Boolean to force an explosion to follow the orientation of
3 Months Ago
world_update_2 -> Aux2
3 Months Ago
Ensure shared is created in GameSetup as well as main menu system
3 Months Ago
visual_bounds_fix -> world_update_2
3 Months Ago
Fix projet settings
3 Months Ago
Subtract last merge due to project settings
3 Months Ago
visual_bounds_fix -> world_update_2
3 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.
3 Months Ago
world_update_2 -> Aux2
3 Months Ago
world_update_2/waterwell_update -> world_update_2
3 Months Ago
Added static respawning planters to new Water Wells.
3 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
3 Months Ago
Ensured soil saturation stays at maximum throughout growth cycle Overall quality artificially set
3 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
3 Months Ago
Dont try to Free a list that doesn't exist
3 Months Ago
Added an optimised way to check if a static planter box is empty
3 Months Ago
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
3 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
3 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
3 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
3 Months Ago
Fixed broken rad counts from container Amounts update on changed instead
3 Months Ago
Player loot method to grab rads