1,554 Commits over 397 Days - 0.16cph!
Added static respawning planters to new Water Wells.
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
Ensured soil saturation stays at maximum throughout growth cycle
Overall quality artificially set
Added system to mark growable entities as god - this ensure they always calulate max quality on all stats
Applied to plants inside static planter
Dont try to Free a list that doesn't exist
Added an optimised way to check if a static planter box is empty
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
Fixed static planter now actually spawns the random selection of plants.
Spawn positions are now cached in the editor instead of at runtime
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
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
Fixed broken rad counts from container
Amounts update on changed instead
Player loot method to grab rads
Rerouted to ItemContainer instead
Fixed a bug crashing the editor on start
ModInit was too early for ItemManager?
Attempt at routing rad amounts through item containers
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
Rads are applyed to player motabolism instead
Run material setup on procedural objects even if the world is cached
world_update_2 -> world_update_2/radioactive_water
Ensured new nametag behaviour respects user setting nametags to true
Nametags are now re-enabled in basically every case when leaving a demo
First stab at fixing demos not re-enabling tags:
-Removed rendundant nametag enabled check
-Force an attempt at re-enabling tags anyway
world_update_2 -> aux2 (again)
Streamlined legacy woodpile material setup
Added shark spawner to all divesites
Prevent building on legacy wood pile
world_update_2/legacy_woodpile_improvements -> world_update_2
world_update_2 -> world_update_2/legacy_woodpile_improvements
Greatly reduced spawn population from 2500 -> 800 - slightly less than standard ore nodes
Swapped stage centres to directly use Vector3 - prevents Transform allocs
Adjusted wood pile final amount to 1k
Added boolean to disable hostspot minigames. Disabled legacy wood pile minigame
Further tightening of divesite terrain anchors
Increased divesite anchor count. Anchor radius and height
world_update_2 -> legacy_woodpile_improvements
world_update_2 -> world_update_2/radioactive_water
Re-enabled foliage displacement on divesites
Force fur to bypass render queue check the same as Hair is
Fixed hatchet fur not working with viewmodel renderer
Improved Legacy Wood Piles -> World Update 2
Made underwater checks more stringent on divesites
Vendor Mismatched Fields -> Main
Fixed travelling vendor mismatched fields
Set ore bonus wood to use bonus_hit_wood