userIan Hendersoncancel

1,525 Commits over 397 Days - 0.16cph!

2 Months Ago
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
2 Months Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
2 Months Ago
Buffed radioactive water. Hazmat still more than enough protection
2 Months Ago
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
2 Months Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
2 Months Ago
Drinking from a vessel now calls onItemAddedRemoved
2 Months Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
2 Months Ago
Remove weird ass Visual Studio Code formatting
2 Months Ago
Can no longer splash players with radioactive water who are in safe zones
2 Months Ago
Vehicle fuel tank now supports radioactive water
2 Months Ago
world_update_2 -> radioactive_water
2 Months Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
2 Months Ago
traveling_vendor_fixes -> main
2 Months Ago
Attempt to fix get path index ahead NRE
2 Months Ago
world_update_2 -> Aux2
2 Months Ago
Fixed bug that would sometimes cause the travelling vendor to only refill 1 at a time rather than refreshing the whole stock at once
2 Months Ago
Set prevent building radius to is trigger on new divesites
2 Months Ago
world_update_2 -> Aux2
2 Months Ago
radtown_npc_drivethrough -> world_update_2
2 Months Ago
Adjusted entry triggers at radtown to increase reliability
2 Months Ago
Bradley now sucessfully enters and exists splines when at the end/start of radtown
2 Months Ago
Fixed bugs when Bradley locks into spline Added methods for start and end depending on direction Radtown changes S2P
2 Months Ago
Ensure Bradley starts incrementing spline arc length from the correct starting distance (1 from backwards, 0 from forwards) Fixed target list NRE
2 Months Ago
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
2 Months Ago
world_update_2 -> radtown_npc_drivethrough
2 Months Ago
Added support for directionality to SimpleSplineTranslator - this will allow Bradley to reverse along the spline as well as go forward over it
2 Months Ago
Basic Bradley backend spline setup
2 Months Ago
convar_directory_folders -> main
2 Months Ago
helicopter_keep_damaged_fx -> main
2 Months Ago
timed_explosive_fx_follow_orientation -> main
2 Months Ago
world_update_2 -> Aux2
2 Months Ago
radtown_npc_drivethrough -> world_update_2
2 Months Ago
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
2 Months Ago
world_update_2 -> Aux2
2 Months Ago
radtown_npc_drivethrough -> world_update_2
2 Months Ago
Fixed client compile errors
2 Months Ago
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
2 Months Ago
Added offset to spline translations. Adjusted vendor ride height on splines to 6.5 units
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Wrote a kid friendly spline translator that works with arc length. Can traverse world spline data at any fixed speed with support for looping.
3 Months Ago
Trigger path and trigger path notify system Added trigger to entrance and exit to Radtown
3 Months Ago
Ensure vendor test scene spawns a radtown
3 Months Ago
Added spline for vendor and bradley to follow S2P
3 Months Ago
Added control point/ tangent editor tools to world spline inspector
3 Months Ago
Raised entry bars Moved lamppost backwards to give enough room for vendor/bradley to pass
3 Months Ago
world_update_2/logpile_fixes -> world_update_2
3 Months Ago
Rebalanced wood pile to 1k with hatchet
3 Months Ago
Fixed Jackhammer causing RPC Error when used on legacy wood piles
3 Months Ago
Heli Error Spam Fix -> Main