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4,657 Commits over 762 Days - 0.25cph!

1 Year Ago
Fixed GUID error when dropping an item with ItemModContainerRads
1 Year Ago
world_update_2 -> radioactive_water
1 Year Ago
Ensured large coastal rocks don't spawn on 'monument' marked topology
1 Year Ago
radioactive_water -> world_update_2
1 Year Ago
Radioactive water~ - Ensure base radioactivity is always set on object init - Ensure base radioactivity is always set on object load - Added profiling to item container rad count - Move radiation map creation to just happen when the first radioactive body tries to add anything
1 Year Ago
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
1 Year Ago
Ensure water radiation map persists between saves
1 Year Ago
Remove logs
1 Year Ago
Cleaned up and streamlined onItemAddedToStack calls from base liquid vessel ItemModContainerRads now listens for a bunch more ItemContainer changes Much more accurate rad count for a vessel
1 Year Ago
Swapped radioactive water icon Added generalised Radioactive flag to item Flag is set true/false by static general radioactivity Flag is also set true/false by the new item container (that supports rads)
1 Year Ago
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
1 Year Ago
Reduce wood pile density by 40%
1 Year 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
1 Year Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
1 Year Ago
Buffed radioactive water. Hazmat still more than enough protection
1 Year 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
1 Year Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
1 Year Ago
Drinking from a vessel now calls onItemAddedRemoved
1 Year Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
1 Year Ago
Remove weird ass Visual Studio Code formatting
1 Year Ago
Can no longer splash players with radioactive water who are in safe zones
1 Year Ago
Vehicle fuel tank now supports radioactive water
1 Year Ago
world_update_2 -> radioactive_water
1 Year Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
1 Year Ago
traveling_vendor_fixes -> main
1 Year Ago
Attempt to fix get path index ahead NRE
1 Year 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
1 Year Ago
Set prevent building radius to is trigger on new divesites
1 Year Ago
radtown_npc_drivethrough -> world_update_2
1 Year Ago
Adjusted entry triggers at radtown to increase reliability
1 Year Ago
Bradley now sucessfully enters and exists splines when at the end/start of radtown
1 Year Ago
Fixed bugs when Bradley locks into spline Added methods for start and end depending on direction Radtown changes S2P
1 Year Ago
Ensure Bradley starts incrementing spline arc length from the correct starting distance (1 from backwards, 0 from forwards) Fixed target list NRE
1 Year 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
1 Year Ago
world_update_2 -> radtown_npc_drivethrough
1 Year Ago
Added support for directionality to SimpleSplineTranslator - this will allow Bradley to reverse along the spline as well as go forward over it
1 Year Ago
Basic Bradley backend spline setup
1 Year Ago
convar_directory_folders -> main
1 Year Ago
helicopter_keep_damaged_fx -> main
1 Year Ago
timed_explosive_fx_follow_orientation -> main
1 Year Ago
radtown_npc_drivethrough -> world_update_2
1 Year 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
1 Year Ago
radtown_npc_drivethrough -> world_update_2
1 Year Ago
Fixed client compile errors
1 Year 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
1 Year Ago
Added offset to spline translations. Adjusted vendor ride height on splines to 6.5 units
1 Year 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
1 Year 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
1 Year 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.
1 Year Ago
Trigger path and trigger path notify system Added trigger to entrance and exit to Radtown