userIan Hendersoncancel

3,771 Commits over 639 Days - 0.25cph!

10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
radioactive_water -> world_update_2
10 Months Ago
Water purifier no longer purifies radioactive water
10 Months Ago
Ensure throwing out water forces a rad count on the vessel
10 Months Ago
Allow underwater plants to respond to displacement using Brian's new displacement override. Adjusted displacement planes to see if that has any effect
10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
Make buoys add a little force to the player when they stand on top
10 Months Ago
radioactive_water -> world_update_2
10 Months Ago
Increased buffer on water body physics check
10 Months Ago
Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
10 Months Ago
Radtown: Enabled mesh collider on toxic water surface Raised second radioactive water source to extend higher up S2P
10 Months Ago
Some changes on the new radioactive body drinking detection. Closer.
10 Months Ago
Fixed radioactive water poisoning sound trying to access a higher index by accident
10 Months Ago
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
10 Months Ago
Fixed broken bota bag prefab Ensured it has correct container to support rad water
10 Months Ago
Fixed wood piles being set as ore
10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.
10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
Wood Pile: Balancing changes Increased size of grass displacement map
10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
radioactive_water -> Aux2
10 Months Ago
Fixed radiation triggers returning minimal/no rads
10 Months Ago
radioactive_water -> world_update_2
10 Months Ago
Attempt to fix an incorrect GUID error
10 Months Ago
Ensured belt and main inventory on the player do the correct checks. A container filled or refilled in inventory should now correctly notify the rad check system.
10 Months Ago
Made new method called on containers when a child changes radioactive amounts Ensures containerBelt and containerMain do rad checks at the correct times.
10 Months Ago
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
10 Months Ago
- Radioactive water now inflicts damage on the person carrying it. - Fixed uncessesary send update rad checks
10 Months Ago
Fixed GUID error when dropping an item with ItemModContainerRads
10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
Ensured large coastal rocks don't spawn on 'monument' marked topology
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
radioactive_water -> world_update_2
10 Months 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
10 Months Ago
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
10 Months Ago
Ensure water radiation map persists between saves
10 Months Ago
Remove logs
10 Months 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
10 Months 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)
10 Months Ago
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
10 Months Ago
Reduce wood pile density by 40%
10 Months 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
10 Months Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
10 Months Ago
Buffed radioactive water. Hazmat still more than enough protection
10 Months 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