1,525 Commits over 397 Days - 0.16cph!
radioactive_water -> world_update_2
Radioactive water is finally supported in backpacks:
- Radioactive poll requests 'bubble' up through children to parents
- ItemModContainerRads now looks at parent changes as well as item parent changes
- Huge amount of debugging and messing around
- Ensure containerWear is properly added to calculate inventory radioactivity
- Ensure ItemModContainerRads goes through every item in its contents
- Added extra profiling to ItemModContainerRads
- Added backpack contents to player inventory rad damage
- Swapped backpack to use ItemModContainerRads to ensure its radioactivity levels are performantly calculated
world_update_2 -> radioactive_water
radioactive_water -> world_update_2
Water purifier no longer purifies radioactive water
Ensure throwing out water forces a rad count on the vessel
Allow underwater plants to respond to displacement using Brian's new displacement override.
Adjusted displacement planes to see if that has any effect
world_update_2 -> radioactive_water
Make buoys add a little force to the player when they stand on top
radioactive_water -> world_update_2
Increased buffer on water body physics check
Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
Radtown:
Enabled mesh collider on toxic water surface
Raised second radioactive water source to extend higher up
S2P
Some changes on the new radioactive body drinking detection. Closer.
Fixed radioactive water poisoning sound trying to access a higher index by accident
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
Fixed broken bota bag prefab
Ensured it has correct container to support rad water
Fixed wood piles being set as ore
world_update_2 -> radioactive_water
Remove the old way to find out if a water body is radioactive.
New way doesn't require a texture map.
world_update_2 -> radioactive_water
Wood Pile:
Balancing changes
Increased size of grass displacement map
world_update_2 -> radioactive_water
radioactive_water -> Aux2
Fixed radiation triggers returning minimal/no rads
radioactive_water -> world_update_2
Attempt to fix an incorrect GUID error
Ensured belt and main inventory on the player do the correct checks.
A container filled or refilled in inventory should now correctly notify the rad check system.
Made new method called on containers when a child changes radioactive amounts
Ensures containerBelt and containerMain do rad checks at the correct times.
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
- Radioactive water now inflicts damage on the person carrying it.
- Fixed uncessesary send update rad checks
Fixed GUID error when dropping an item with ItemModContainerRads
world_update_2 -> radioactive_water
Ensured large coastal rocks don't spawn on 'monument' marked topology
radioactive_water -> world_update_2
Radioactive water~
- Ensure base radioactivity is always set on object init
- Ensure base radioactivity is always set on object load
- Added profiling to item container rad count
- Move radiation map creation to just happen when the first radioactive body tries to add anything
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
Ensure water radiation map persists between saves
Cleaned up and streamlined onItemAddedToStack calls from base liquid vessel
ItemModContainerRads now listens for a bunch more ItemContainer changes
Much more accurate rad count for a vessel
Swapped radioactive water icon
Added generalised Radioactive flag to item
Flag is set true/false by static general radioactivity
Flag is also set true/false by the new item container (that supports rads)
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
Reduce wood pile density by 40%