userIan Hendersoncancel

6,589 Commits over 1,066 Days - 0.26cph!

2 Years Ago
Ensure shared is created in GameSetup as well as main menu system
2 Years Ago
visual_bounds_fix -> world_update_2
2 Years Ago
Fix projet settings
2 Years Ago
Subtract last merge due to project settings
2 Years Ago
visual_bounds_fix -> world_update_2
2 Years 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.
2 Years Ago
world_update_2/waterwell_update -> world_update_2
2 Years Ago
Added static respawning planters to new Water Wells.
2 Years 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
2 Years Ago
Ensured soil saturation stays at maximum throughout growth cycle Overall quality artificially set
2 Years 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
2 Years Ago
Dont try to Free a list that doesn't exist
2 Years Ago
Added an optimised way to check if a static planter box is empty
2 Years Ago
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
2 Years Ago
Fixed static planter now actually spawns the random selection of plants. Spawn positions are now cached in the editor instead of at runtime
2 Years 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
2 Years 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
2 Years Ago
Fixed broken rad counts from container Amounts update on changed instead
2 Years Ago
Player loot method to grab rads
2 Years Ago
Rerouted to ItemContainer instead
2 Years Ago
Fixed a bug crashing the editor on start ModInit was too early for ItemManager?
2 Years Ago
Attempt at routing rad amounts through item containers
2 Years Ago
Missing Radiation files
2 Years Ago
Balanced radioactive water splashes on players Balanced radioactive water sprinker splashes on players Moved Radiation calculations (tiers, protection discounts) to its own static class rather than storing it in TriggerRadiation
2 Years Ago
Rads are applyed to player motabolism instead
2 Years Ago
Subtracted last commit
2 Years Ago
Run material setup on procedural objects even if the world is cached
2 Years Ago
world_update_2 -> world_update_2/radioactive_water
2 Years Ago
demo_nametag -> main
2 Years Ago
Ensured new nametag behaviour respects user setting nametags to true
2 Years Ago
demo_nametag -> main
2 Years Ago
Nametags are now re-enabled in basically every case when leaving a demo
2 Years Ago
First stab at fixing demos not re-enabling tags: -Removed rendundant nametag enabled check -Force an attempt at re-enabling tags anyway
2 Years Ago
Streamlined legacy woodpile material setup
2 Years Ago
Added shark spawner to all divesites
2 Years Ago
Prevent building on legacy wood pile
2 Years Ago
world_update_2/legacy_woodpile_improvements -> world_update_2
2 Years Ago
world_update_2 -> world_update_2/legacy_woodpile_improvements
2 Years Ago
Greatly reduced spawn population from 2500 -> 800 - slightly less than standard ore nodes
2 Years Ago
Swapped stage centres to directly use Vector3 - prevents Transform allocs Adjusted wood pile final amount to 1k
2 Years Ago
Added boolean to disable hostspot minigames. Disabled legacy wood pile minigame
2 Years Ago
Further tightening of divesite terrain anchors
2 Years Ago
Increased divesite anchor count. Anchor radius and height
2 Years Ago
world_update_2 -> legacy_woodpile_improvements
2 Years Ago
world_update_2 -> world_update_2/radioactive_water
2 Years Ago
Re-enabled foliage displacement on divesites
2 Years Ago
Force fur to bypass render queue check the same as Hair is
2 Years Ago
Fixed hatchet fur not working with viewmodel renderer
2 Years Ago
Improved Legacy Wood Piles -> World Update 2
2 Years Ago
Fixed floating divesites