userIan Hendersoncancel

4,584 Commits over 731 Days - 0.26cph!

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