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5,620 Commits over 882 Days - 0.27cph!

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