userIan Hendersoncancel

2,781 Commits over 548 Days - 0.21cph!

7 Months Ago
Initial scene setup
7 Months Ago
Slight value tweaks
7 Months Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
7 Months Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
7 Months Ago
Prevent Bunker Entrances being valid targets for heli crash
7 Months Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
7 Months Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
7 Months Ago
Wrap spawn logs in UNITY_EDITOR checks
7 Months Ago
Stop Travelling Vendor from spawning on top of stuff inside the Radtown: - Simplified Travelling Vendor spawning - Profiling for spawn attempts - Topology alongside better physics checks - Refactor
7 Months Ago
Radtown puts down monument topology
7 Months Ago
Put counter text changes on the correct branch
7 Months Ago
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore. https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
7 Months Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
7 Months Ago
- Adjusted Bradley spline height. - Check how close before you enter
7 Months Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
7 Months Ago
removed debug logs
7 Months Ago
Smoothed vendor entry and exit to spline
7 Months Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
7 Months Ago
Remove old spline leave code
7 Months Ago
Perform strafe target check before bothering to enter orbit state
7 Months Ago
Prevent Bradley from instantly rejoining spline
7 Months Ago
Bradley logs wrapped in unity editor checks
7 Months Ago
world_update_2 -> main
7 Months Ago
Increase second rad pool height so its easier to drink from
7 Months Ago
merge -> world_update_2 (have to do this again cause of last conflicts)
7 Months Ago
Refix: Had to remove due to merge conflicts
7 Months Ago
main -> world_update_2
7 Months Ago
Fixed drinking from rad water sources just providing regular water
7 Months Ago
world_update_2 -> main
7 Months Ago
Nerf waterguns filled with radioactive water. It was over 400 rads per tank before
7 Months Ago
Fixed doubled up vehicle modules. Turns out rad code can work just fine without additional item calls
7 Months Ago
Labs draw some topology under themselves to prevent divesites from spawning on top of them. Divesites avoid monument topology
7 Months Ago
Show toast when trying to mix different liquids so the player has a clue whats going on
7 Months Ago
Don't allow mixing different liquid types on liquid vessels. This has always been allowed?
7 Months Ago
world_update_2 -> main
7 Months Ago
radioactive_water -> world_update_2
7 Months Ago
Radioactive water: - Apply radiation from spinklers in the same way as wetness (more reliable and easily adjustable) - Improved the abilities of TriggerRadiation (LOS Support, Height Check Support and Collider Radius Support) - Balanced sprinkler damage
7 Months Ago
world_update_2 -> main
7 Months Ago
radioactive_water -> world_update_2
7 Months Ago
Backpack contents NRE fix
7 Months Ago
world_update_2 -> main
7 Months Ago
radioactive_water -> world_update_2
7 Months Ago
world_update_2 -> radioactive_water
7 Months Ago
Dont override onItemAddedRemoved delegate
7 Months Ago
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
7 Months Ago
Ensure vendor grabs correct direction for peek
7 Months Ago
Travelling vendor calculates the correct starting distance
7 Months Ago
world_update_2 -> main (print statement was annoying!)
7 Months Ago
Removed spammy debug print statement
7 Months Ago
world_update_2 -> main