userIan Hendersoncancel

3,679 Commits over 639 Days - 0.24cph!

9 Months Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
9 Months Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
9 Months Ago
Prevent Bunker Entrances being valid targets for heli crash
9 Months Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
9 Months Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
9 Months Ago
Wrap spawn logs in UNITY_EDITOR checks
9 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
9 Months Ago
Radtown puts down monument topology
9 Months Ago
Put counter text changes on the correct branch
9 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
9 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
9 Months Ago
- Adjusted Bradley spline height. - Check how close before you enter
10 Months Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
10 Months Ago
removed debug logs
10 Months Ago
Smoothed vendor entry and exit to spline
10 Months Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
10 Months Ago
Remove old spline leave code
10 Months Ago
Perform strafe target check before bothering to enter orbit state
10 Months Ago
Prevent Bradley from instantly rejoining spline
10 Months Ago
Bradley logs wrapped in unity editor checks
10 Months Ago
world_update_2 -> main
10 Months Ago
Increase second rad pool height so its easier to drink from
10 Months Ago
merge -> world_update_2 (have to do this again cause of last conflicts)
10 Months Ago
Refix: Had to remove due to merge conflicts
10 Months Ago
main -> world_update_2
10 Months Ago
Fixed drinking from rad water sources just providing regular water
10 Months Ago
world_update_2 -> main
10 Months Ago
Nerf waterguns filled with radioactive water. It was over 400 rads per tank before
10 Months Ago
Fixed doubled up vehicle modules. Turns out rad code can work just fine without additional item calls
10 Months Ago
Labs draw some topology under themselves to prevent divesites from spawning on top of them. Divesites avoid monument topology
10 Months Ago
Show toast when trying to mix different liquids so the player has a clue whats going on
10 Months Ago
Don't allow mixing different liquid types on liquid vessels. This has always been allowed?
10 Months Ago
world_update_2 -> main
10 Months Ago
radioactive_water -> world_update_2
10 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
10 Months Ago
world_update_2 -> main
10 Months Ago
radioactive_water -> world_update_2
10 Months Ago
Backpack contents NRE fix
10 Months Ago
world_update_2 -> main
10 Months Ago
radioactive_water -> world_update_2
10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
Dont override onItemAddedRemoved delegate
10 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
10 Months Ago
Ensure vendor grabs correct direction for peek
10 Months Ago
Travelling vendor calculates the correct starting distance
10 Months Ago
world_update_2 -> main (print statement was annoying!)
10 Months Ago
Removed spammy debug print statement
10 Months Ago
world_update_2 -> main
10 Months Ago
radioactive_water -> world_update_2
10 Months Ago
Bubble up rads called on server only