2,615 Commits over 548 Days - 0.20cph!
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
report_copy_steamid -> main
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
CCTV Cameras can now hear in game voice feeds
- GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough
- Extra connections added to ConnectionsInSphereList as normal
- Local vine setup
- Mountable calls vine update RPC
- Manifest rebuild
Initial work to render a line
Dispose of line renderer on destroy
- Vine object
- Prefab setup
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine
- Rotation speed changes
- Mountable now shared between swings
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
Change mountable so the player doesnt insta die on dismount
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
Auto dismount player at the end of sampling (just use distance for now)
- Player rotation follows orientation of parabola flow.
- More code structure cleanup.
- Inject use level in vine utils
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
Initial work to try out Cardinal Splines:
- Setup minimal tension values (basically Catmull-Rom)
- Movement adjustments
Change input to jump only
Mountable:
- Added dismount on input
- Added eye override pose
- Adjusted poses when on mountable
- Changed mountable spawning behaviour
divesite_despawn_fix -> main
Doubled divesite check radius
- Still low enough to properly despawn divesites
- High enough to allow swim to surface
Partial modifier and RPC build
- Scene updates
- Prefab properties populated
- Manifest
- Initial launch point and mountable basic scripts
- Basic prefab setup
- Vine launch points can connect together
radtown_spline_fixes -> main
patrolheli_orbitstrafe_fix -> main
radioactive_water_convars -> main
Greatly buffed rad amount from sprinklers by over 70%
This makes it high enough to lightly affect full kits
Buffed the amount of rads given by splashes of radioactive water by 40%
Prevent Bunker Entrances being valid targets for heli crash
- Add a boolean to monuments allowing manual control of if heli should crash there or not
- Ensure patrol heli respects the filter
Fix NRE happening on TravellingVendor::IgnorePlayer
Wrap spawn logs in UNITY_EDITOR checks
Stop Travelling Vendor from spawning on top of stuff inside the Radtown:
- Simplified Travelling Vendor spawning
- Profiling for spawn attempts
- Topology alongside better physics checks
- Refactor
Radtown puts down monument topology
Put counter text changes on the correct branch
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore.
https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
FIxed divesite buoys from being able to spawn in on top of a player
Didn't think this would ever be a problem
- Adjusted Bradley spline height.
- Check how close before you enter
Added convars:
'radiation.water_loot_damage'
'radiation.water_inventory_damage'
'radiation.materialToRadsRatio'