userIan Hendersoncancel

3,762 Commits over 639 Days - 0.25cph!

11 Months Ago
Fixed hatchet fur not working with viewmodel renderer
11 Months Ago
Improved Legacy Wood Piles -> World Update 2
11 Months Ago
World Update 2 -> Aux 2
11 Months Ago
Fixed floating divesites
11 Months Ago
Made underwater checks more stringent on divesites
11 Months Ago
Vendor Mismatched Fields -> Main
11 Months Ago
Fixed travelling vendor mismatched fields
11 Months Ago
Set ore bonus wood to use bonus_hit_wood
11 Months Ago
Removed particles from sound effect
11 Months Ago
11 Months Ago
Wood ore bonus Manifest Swapped impact effects to tree-impact
11 Months Ago
World Update 2 -> Legacy Woodpile Improvements
11 Months Ago
Swapped to correct impact effect
11 Months Ago
Rebalanced HP to make it as close to nodes as possible
11 Months Ago
Radioactive Water -> World Update 2
11 Months Ago
Added boolean to enable automatic topology changes Lake/Oasis/Radtown S2P
11 Months Ago
World Update 2 -> Aux2
11 Months Ago
Radioative Water -> World Update 2
11 Months Ago
Revert set topology on water sources - fixes incorrect topology map with lakes on terrain generation Temprorarily breaks Radioactive Water
11 Months Ago
Merge World Update 2 -> Radioactive Water
11 Months Ago
Wood Piles~ Hotspot nodes were consistently getting stuck in ridges/weird parts of mesh. Came up with a way to use custom centres for each stage on an ore resource node. Much better results overall. Greatly simplied my first attempt.
11 Months Ago
Enable read/write on legacy wood pile importer
11 Months Ago
World Update 2 -> Legacy Woodpile
11 Months Ago
World Update 2 -> Aux2
11 Months Ago
Added prevent build volumes to buoys and divesites
11 Months Ago
Divesite underwater check
11 Months Ago
Radioactive Water (missing manifest) -> World Update 2
11 Months Ago
Radioactive water reduces thirst rather than increasing it
11 Months Ago
Radioactive Water -> World Update 2
11 Months Ago
Ensured radtown has correct lake setup
11 Months Ago
Merge world_update_2
11 Months Ago
Patrol heli fixes -> Main
11 Months Ago
Stop an orbit strafe if the target is null Should fix a rare NRE on orbit strafe enter
11 Months Ago
Death state no longer automatically ignores terrain pushback Heli now allows terrain pushback on seek monument crashing
11 Months Ago
Second Attempt: Patrol helicopter will now patrol at 30m or ground height + 30, whatever is higher. This should ensure heli keeps a consistent height above the world when patroling Prior to this the helicopter would just fly at 30m no matter the terrain
11 Months Ago
Explosive Effect Offset -> Main
11 Months Ago
Add ability to offset explosion effects locally or in world space
11 Months Ago
Adjust terrain anchors on all 3 new divesites
11 Months Ago
Swap divesites over to prefab Remove Scene2Prefab Resetup populations Delete autospawn folder
11 Months Ago
Placement changes Manifest again Made seperate wood bonus for wood piles
11 Months Ago
World Update 2 -> Legacy Wood Pile Improvements
11 Months Ago
DoPrepare to get an id on the new divesite prefabs Cleared out divesite_a and c replicas Updated manifest Re-added to populations to ensure proc gen spawning for the new prefab paths
11 Months Ago
Improved hotspot node y choices on wood piles
11 Months Ago
Much cleaner behaviour on outside points
11 Months Ago
Woodpiles ~ Node hotspot keeps spawning in the tight parts of the mesh - add an optional parameter to force it to spawn more towards the outside of the mesh More changes to effects and sounds
11 Months Ago
Swapped woodpile over to wood effects
11 Months Ago
Hide Clouds Convar -> Main
11 Months Ago
Main -> Hide Clouds Convar
11 Months Ago
New Divesite Spawns -> World Update 2
11 Months Ago
Add divesite scripts to each prefab Buoy's added Spawnable added Crate spawns wired up