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4,096 Commits over 701 Days - 0.24cph!

1 Year Ago
world_update_2 -> legacy_woodpile_improvements
1 Year Ago
world_update_2 -> world_update_2/radioactive_water
1 Year Ago
Re-enabled foliage displacement on divesites
1 Year Ago
Force fur to bypass render queue check the same as Hair is
1 Year Ago
Fixed hatchet fur not working with viewmodel renderer
1 Year Ago
Improved Legacy Wood Piles -> World Update 2
1 Year Ago
Fixed floating divesites
1 Year Ago
Made underwater checks more stringent on divesites
1 Year Ago
Vendor Mismatched Fields -> Main
1 Year Ago
Fixed travelling vendor mismatched fields
1 Year Ago
Set ore bonus wood to use bonus_hit_wood
1 Year Ago
Removed particles from sound effect
1 Year Ago
Wood ore bonus Manifest Swapped impact effects to tree-impact
1 Year Ago
World Update 2 -> Legacy Woodpile Improvements
1 Year Ago
Swapped to correct impact effect
1 Year Ago
Rebalanced HP to make it as close to nodes as possible
1 Year Ago
Radioactive Water -> World Update 2
1 Year Ago
Added boolean to enable automatic topology changes Lake/Oasis/Radtown S2P
1 Year Ago
Radioative Water -> World Update 2
1 Year Ago
Revert set topology on water sources - fixes incorrect topology map with lakes on terrain generation Temprorarily breaks Radioactive Water
1 Year Ago
Merge World Update 2 -> Radioactive Water
1 Year Ago
Wood Piles~ Hotspot nodes were consistently getting stuck in ridges/weird parts of mesh. Came up with a way to use custom centres for each stage on an ore resource node. Much better results overall. Greatly simplied my first attempt.
1 Year Ago
Enable read/write on legacy wood pile importer
1 Year Ago
World Update 2 -> Legacy Woodpile
1 Year Ago
Added prevent build volumes to buoys and divesites
1 Year Ago
Divesite underwater check
1 Year Ago
Radioactive Water (missing manifest) -> World Update 2
1 Year Ago
Radioactive water reduces thirst rather than increasing it
1 Year Ago
Radioactive Water -> World Update 2
1 Year Ago
Ensured radtown has correct lake setup
1 Year Ago
Merge world_update_2
1 Year Ago
Patrol heli fixes -> Main
1 Year Ago
Stop an orbit strafe if the target is null Should fix a rare NRE on orbit strafe enter
1 Year Ago
Death state no longer automatically ignores terrain pushback Heli now allows terrain pushback on seek monument crashing
1 Year Ago
Second Attempt: Patrol helicopter will now patrol at 30m or ground height + 30, whatever is higher. This should ensure heli keeps a consistent height above the world when patroling Prior to this the helicopter would just fly at 30m no matter the terrain
1 Year Ago
Explosive Effect Offset -> Main
1 Year Ago
Add ability to offset explosion effects locally or in world space
1 Year Ago
Adjust terrain anchors on all 3 new divesites
1 Year Ago
Swap divesites over to prefab Remove Scene2Prefab Resetup populations Delete autospawn folder
1 Year Ago
Placement changes Manifest again Made seperate wood bonus for wood piles
1 Year Ago
World Update 2 -> Legacy Wood Pile Improvements
1 Year Ago
DoPrepare to get an id on the new divesite prefabs Cleared out divesite_a and c replicas Updated manifest Re-added to populations to ensure proc gen spawning for the new prefab paths
1 Year Ago
Improved hotspot node y choices on wood piles
1 Year Ago
Much cleaner behaviour on outside points
1 Year Ago
Woodpiles ~ Node hotspot keeps spawning in the tight parts of the mesh - add an optional parameter to force it to spawn more towards the outside of the mesh More changes to effects and sounds
1 Year Ago
Swapped woodpile over to wood effects
1 Year Ago
Hide Clouds Convar -> Main
1 Year Ago
Main -> Hide Clouds Convar
1 Year Ago
New Divesite Spawns -> World Update 2