1,525 Commits over 397 Days - 0.16cph!
Huge reword and restructure to radioactive items~
Any item can now be radioactive
Added new flag on containers to check if any radioactive material is inside before they end up having to count up all their rads. Only used on the ItemModContainerRads for the moment
BaseRadioactiveMaterial now declared
Extra comments
Huge code cleanup with clearer method names
Poll rad amount inside container when opening
Centralised MaterialToRadsRatio inside Radiation.cs
Buffed radioactive water.
Hazmat still more than enough protection
Reworked ItemModContainerRads to only cache rad updates on item added/removed
Should improve reliability whilst also preventing checks on OnDirty providing a decent performance increase
Ensure ItemModConsumeContents also calls onItemAddedRemove
Drinking from a vessel now calls onItemAddedRemoved
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg:
ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
Remove weird ass Visual Studio Code formatting
Can no longer splash players with radioactive water who are in safe zones
Vehicle fuel tank now supports radioactive water
world_update_2 -> radioactive_water
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
traveling_vendor_fixes -> main
Attempt to fix get path index ahead NRE
Fixed bug that would sometimes cause the travelling vendor to only refill 1 at a time rather than refreshing the whole stock at once
Set prevent building radius to is trigger on new divesites
radtown_npc_drivethrough -> world_update_2
Adjusted entry triggers at radtown to increase reliability
Bradley now sucessfully enters and exists splines when at the end/start of radtown
Fixed bugs when Bradley locks into spline
Added methods for start and end depending on direction
Radtown changes
S2P
Ensure Bradley starts incrementing spline arc length from the correct starting distance (1 from backwards, 0 from forwards)
Fixed target list NRE
Bradley drive through~
Spline movement code
Bradley uses direction injection
Direction flipping based on target relative direction
Stores and uses initial entry direction to keep a relative forward direction and avoid flipping bradley round the other way
Allow peeking next position with a given direction
S2P
world_update_2 -> radtown_npc_drivethrough
Added support for directionality to SimpleSplineTranslator - this will allow Bradley to reverse along the spline as well as go forward over it
Basic Bradley backend spline setup
convar_directory_folders -> main
helicopter_keep_damaged_fx -> main
timed_explosive_fx_follow_orientation -> main
radtown_npc_drivethrough -> world_update_2
Prevent log spam: 'Trying to set velocity on kinematic body'
Send over spline interpolation speed to the client to ensure sound plays as normal when moving along a spline
radtown_npc_drivethrough -> world_update_2
Fixed client compile errors
Travelling Vendor Radtown Drivethrough~
- Vendor now correctly follows a spline based path through Radtown upon entering
- On leaving Vendor goes back to its normal duties
- Added fake slowdown/speed up to spline transitions
- Added bunch of properties to SimpleSplineTranslator
- Fixed bugs causing it not to recognise the proper end of its currently traversing spline
Added offset to spline translations.
Adjusted vendor ride height on splines to 6.5 units
Added methods to look ahead in spline translator. Lets us ignore inaccurate tangents and just manually look ahead to calculate proper forward.
Override vendor steering after starting spline movement
Only apply downforce and regular steering if not following a spline
Spline translator returns global position by default.
Requires spline argument rather than spline data
Travelling vendor sets up spline translator on first entry to radtown
Wrote a kid friendly spline translator that works with arc length. Can traverse world spline data at any fixed speed with support for looping.
Trigger path and trigger path notify system
Added trigger to entrance and exit to Radtown
Ensure vendor test scene spawns a radtown
Added spline for vendor and bradley to follow
S2P
Added control point/ tangent editor tools to world spline inspector
Raised entry bars
Moved lamppost backwards to give enough room for vendor/bradley to pass
world_update_2/logpile_fixes -> world_update_2
Rebalanced wood pile to 1k with hatchet
Fixed Jackhammer causing RPC Error when used on legacy wood piles
Heli Error Spam Fix -> Main