1,542 Commits over 397 Days - 0.16cph!
radtown_npc_drivethrough -> world_update_2
Fixed client compile errors
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
Added offset to spline translations.
Adjusted vendor ride height on splines to 6.5 units
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
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
Wrote a kid friendly spline translator that works with arc length. Can traverse world spline data at any fixed speed with support for looping.
Trigger path and trigger path notify system
Added trigger to entrance and exit to Radtown
Ensure vendor test scene spawns a radtown
Added spline for vendor and bradley to follow
S2P
Added control point/ tangent editor tools to world spline inspector
Raised entry bars
Moved lamppost backwards to give enough room for vendor/bradley to pass
world_update_2/logpile_fixes -> world_update_2
Rebalanced wood pile to 1k with hatchet
Fixed Jackhammer causing RPC Error when used on legacy wood piles
Heli Error Spam Fix -> Main
Revert heli dynamic height
Should prevent error spam
world_update_2/radioactive_water -> world_update_2
Merge radioactive_water -> world_update_2
Added convar for opening directory folders (only works locally)
Can be used to setup binds to quickly open screenshots/demos/maps etc
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
Patrol Helicopter will keep playing damaged fx alongside destroyed fx
Follow orientation attempt 2
Boolean to force an explosion to follow the orientation of its parent
Boolean to force an explosion to follow the orientation of
Ensure shared is created in GameSetup as well as main menu system
visual_bounds_fix -> world_update_2
Subtract last merge due to project settings
visual_bounds_fix -> world_update_2
- 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.
world_update_2/waterwell_update -> world_update_2
Added static respawning planters to new Water Wells.
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
Ensured soil saturation stays at maximum throughout growth cycle
Overall quality artificially set
Added system to mark growable entities as god - this ensure they always calulate max quality on all stats
Applied to plants inside static planter
Dont try to Free a list that doesn't exist
Added an optimised way to check if a static planter box is empty
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
Fixed static planter now actually spawns the random selection of plants.
Spawn positions are now cached in the editor instead of at runtime
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
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
Fixed broken rad counts from container
Amounts update on changed instead
Player loot method to grab rads