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2,615 Commits over 548 Days - 0.20cph!

6 Months Ago
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
6 Months Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
6 Months Ago
Fix server build error
6 Months Ago
report_copy_steamid -> main
6 Months Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
6 Months Ago
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
6 Months Ago
main -> voice_chat_cctv
6 Months Ago
main -> vines
6 Months Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
6 Months Ago
Initial work to render a line
6 Months Ago
Dispose of line renderer on destroy
6 Months Ago
- Vine object - Prefab setup
6 Months Ago
- 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
6 Months Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
6 Months Ago
Change mountable so the player doesnt insta die on dismount
6 Months Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
6 Months Ago
main -> vines
6 Months Ago
Auto dismount player at the end of sampling (just use distance for now)
6 Months Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
6 Months Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
6 Months Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
6 Months Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
6 Months Ago
Change input to jump only
6 Months Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
6 Months Ago
divesite_despawn_fix -> main
6 Months Ago
Doubled divesite check radius - Still low enough to properly despawn divesites - High enough to allow swim to surface
6 Months Ago
Partial modifier and RPC build
6 Months Ago
- Scene updates - Prefab properties populated - Manifest
6 Months Ago
Merge fixes
6 Months Ago
- Initial launch point and mountable basic scripts - Basic prefab setup - Vine launch points can connect together
6 Months Ago
radtown_spline_fixes -> main
6 Months Ago
patrolheli_orbitstrafe_fix -> main
6 Months Ago
radioactive_water_convars -> main
6 Months Ago
buoy_spawn_fix -> main
6 Months Ago
Initial scene setup
6 Months Ago
Slight value tweaks
6 Months Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
6 Months Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
6 Months Ago
Prevent Bunker Entrances being valid targets for heli crash
6 Months Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
6 Months Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
6 Months Ago
Wrap spawn logs in UNITY_EDITOR checks
6 Months Ago
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
6 Months Ago
Radtown puts down monument topology
6 Months Ago
Put counter text changes on the correct branch
6 Months Ago
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
6 Months Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
6 Months Ago
- Adjusted Bradley spline height. - Check how close before you enter
6 Months Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
6 Months Ago
removed debug logs