userIan Hendersoncancel

1,554 Commits over 397 Days - 0.16cph!

3 Months Ago
Added static respawning planters to new Water Wells.
3 Months Ago
Respawning Static Planters ~ Added ConVar to adjust the extra favourable gene chance. Better system for informing the static planter when plants die Set respawn check to 30 seconds
3 Months Ago
Ensured soil saturation stays at maximum throughout growth cycle Overall quality artificially set
3 Months Ago
Added system to mark growable entities as god - this ensure they always calulate max quality on all stats Applied to plants inside static planter
3 Months Ago
Dont try to Free a list that doesn't exist
3 Months Ago
Added an optimised way to check if a static planter box is empty
3 Months Ago
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
3 Months Ago
Fixed static planter now actually spawns the random selection of plants. Spawn positions are now cached in the editor instead of at runtime
3 Months Ago
Created basic setup for static planter box: Will grab all available sockets at startup, pick a random plant from a list and spawn them on the traditional deploy sockets
3 Months Ago
Radioactive water~ Looting player will now be irradiated whilst looting a dead/alive player that has large amounts of radioactive water on them (this only happens in the looting window) Items now have some standardised methods to look for radiation amounts. For the time being these are only > 0 if the item has a ContainerRads item mod Much cleaner routing through BasePlayer-Client.Looting as well as LootableCorpse New file to specifically deal with these radiation changes on BasePlayer Splashable now uses new methods Route radiation check updates through PlayerLoot::SendUpdate to further prevent unneeded calculations
3 Months Ago
Fixed broken rad counts from container Amounts update on changed instead
3 Months Ago
Player loot method to grab rads
3 Months Ago
Rerouted to ItemContainer instead
3 Months Ago
Fixed a bug crashing the editor on start ModInit was too early for ItemManager?
3 Months Ago
Attempt at routing rad amounts through item containers
3 Months Ago
Missing Radiation files
3 Months Ago
Balanced radioactive water splashes on players Balanced radioactive water sprinker splashes on players Moved Radiation calculations (tiers, protection discounts) to its own static class rather than storing it in TriggerRadiation
3 Months Ago
Rads are applyed to player motabolism instead
3 Months Ago
Subtracted last commit
3 Months Ago
Run material setup on procedural objects even if the world is cached
3 Months Ago
world_update_2 -> world_update_2/radioactive_water
3 Months Ago
demo_nametag -> main
3 Months Ago
Ensured new nametag behaviour respects user setting nametags to true
3 Months Ago
demo_nametag -> main
3 Months Ago
Nametags are now re-enabled in basically every case when leaving a demo
3 Months Ago
First stab at fixing demos not re-enabling tags: -Removed rendundant nametag enabled check -Force an attempt at re-enabling tags anyway
3 Months Ago
world_update_2 -> aux2 (again)
3 Months Ago
Streamlined legacy woodpile material setup
3 Months Ago
world_update_2 -> Aux2
3 Months Ago
Added shark spawner to all divesites
3 Months Ago
Prevent building on legacy wood pile
3 Months Ago
world_update_2/legacy_woodpile_improvements -> world_update_2
3 Months Ago
world_update_2 -> world_update_2/legacy_woodpile_improvements
3 Months Ago
Greatly reduced spawn population from 2500 -> 800 - slightly less than standard ore nodes
3 Months Ago
Swapped stage centres to directly use Vector3 - prevents Transform allocs Adjusted wood pile final amount to 1k
3 Months Ago
Added boolean to disable hostspot minigames. Disabled legacy wood pile minigame
3 Months Ago
Further tightening of divesite terrain anchors
3 Months Ago
Increased divesite anchor count. Anchor radius and height
3 Months Ago
world_update_2 -> legacy_woodpile_improvements
3 Months Ago
world_update_2 -> world_update_2/radioactive_water
3 Months Ago
Re-enabled foliage displacement on divesites
3 Months Ago
Force fur to bypass render queue check the same as Hair is
3 Months Ago
Fixed hatchet fur not working with viewmodel renderer
3 Months Ago
Improved Legacy Wood Piles -> World Update 2
3 Months Ago
World Update 2 -> Aux 2
3 Months Ago
Fixed floating divesites
3 Months Ago
Made underwater checks more stringent on divesites
3 Months Ago
Vendor Mismatched Fields -> Main
3 Months Ago
Fixed travelling vendor mismatched fields
3 Months Ago
Set ore bonus wood to use bonus_hit_wood