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1,525 Commits over 397 Days - 0.16cph!

45 Days Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
45 Days Ago
Wrap spawn logs in UNITY_EDITOR checks
45 Days 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
45 Days Ago
Radtown puts down monument topology
45 Days Ago
Put counter text changes on the correct branch
48 Days 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
48 Days Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
48 Days Ago
- Adjusted Bradley spline height. - Check how close before you enter
49 Days Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
49 Days Ago
removed debug logs
49 Days Ago
Smoothed vendor entry and exit to spline
49 Days Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
50 Days Ago
Remove old spline leave code
50 Days Ago
Perform strafe target check before bothering to enter orbit state
50 Days Ago
Prevent Bradley from instantly rejoining spline
50 Days Ago
Bradley logs wrapped in unity editor checks
51 Days Ago
world_update_2 -> main
51 Days Ago
Increase second rad pool height so its easier to drink from
51 Days Ago
merge -> world_update_2 (have to do this again cause of last conflicts)
51 Days Ago
Refix: Had to remove due to merge conflicts
51 Days Ago
main -> world_update_2
51 Days Ago
Fixed drinking from rad water sources just providing regular water
51 Days Ago
world_update_2 -> main
51 Days Ago
Nerf waterguns filled with radioactive water. It was over 400 rads per tank before
51 Days Ago
Fixed doubled up vehicle modules. Turns out rad code can work just fine without additional item calls
51 Days Ago
Labs draw some topology under themselves to prevent divesites from spawning on top of them. Divesites avoid monument topology
51 Days Ago
Show toast when trying to mix different liquids so the player has a clue whats going on
51 Days Ago
Don't allow mixing different liquid types on liquid vessels. This has always been allowed?
53 Days Ago
world_update_2 -> main
53 Days Ago
radioactive_water -> world_update_2
53 Days 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
55 Days Ago
world_update_2 -> main
55 Days Ago
radioactive_water -> world_update_2
55 Days Ago
Backpack contents NRE fix
55 Days Ago
world_update_2 -> main
55 Days Ago
radioactive_water -> world_update_2
55 Days Ago
world_update_2 -> radioactive_water
55 Days Ago
Dont override onItemAddedRemoved delegate
55 Days 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
55 Days Ago
Ensure vendor grabs correct direction for peek
55 Days Ago
Travelling vendor calculates the correct starting distance
55 Days Ago
world_update_2 -> main (print statement was annoying!)
55 Days Ago
Removed spammy debug print statement
55 Days Ago
world_update_2 -> main
55 Days Ago
radioactive_water -> world_update_2
55 Days Ago
Bubble up rads called on server only
55 Days Ago
Ensure patrol helicopter will crash at new Radtown and Mining Outpost
55 Days Ago
world_update_2 -> main
55 Days Ago
radioactive_water -> world_update_2
55 Days Ago
Prevent bubble up from throwing an NRE