branchrust_reboot/main/world_update_2/radioactive_watercancel

41 Commits over 31 Days - 0.06cph!

1 Hour 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
4 Hours Ago
Poll rad amount inside container when opening Centralised MaterialToRadsRatio inside Radiation.cs
5 Hours Ago
Buffed radioactive water. Hazmat still more than enough protection
5 Hours 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
5 Hours Ago
Ensure ItemModConsumeContents also calls onItemAddedRemove
6 Hours Ago
Drinking from a vessel now calls onItemAddedRemoved
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
Remove weird ass Visual Studio Code formatting
Can no longer splash players with radioactive water who are in safe zones
Vehicle fuel tank now supports radioactive water
world_update_2 -> radioactive_water
11 Days Ago
Fixed server build error
15 Days Ago
Radioactive water~ Looting player will now be irradiated whilst looting a dead/alive player that has large amounts of radioactive water on them (this only happens in the looting window) Items now have some standardised methods to look for radiation amounts. For the time being these are only > 0 if the item has a ContainerRads item mod Much cleaner routing through BasePlayer-Client.Looting as well as LootableCorpse New file to specifically deal with these radiation changes on BasePlayer Splashable now uses new methods Route radiation check updates through PlayerLoot::SendUpdate to further prevent unneeded calculations
17 Days Ago
Fixed broken rad counts from container Amounts update on changed instead
17 Days Ago
Player loot method to grab rads
17 Days Ago
Rerouted to ItemContainer instead
17 Days Ago
Fixed a bug crashing the editor on start ModInit was too early for ItemManager?
17 Days Ago
Attempt at routing rad amounts through item containers
18 Days Ago
Missing Radiation files
18 Days Ago
Balanced radioactive water splashes on players Balanced radioactive water sprinker splashes on players Moved Radiation calculations (tiers, protection discounts) to its own static class rather than storing it in TriggerRadiation
18 Days Ago
Rads are applyed to player motabolism instead
20 Days Ago
world_update_2 -> world_update_2/radioactive_water
25 Days Ago
world_update_2 -> world_update_2/radioactive_water
27 Days Ago
Added boolean to enable automatic topology changes Lake/Oasis/Radtown S2P
27 Days Ago
Revert set topology on water sources - fixes incorrect topology map with lakes on terrain generation Temprorarily breaks Radioactive Water
27 Days Ago
Merge World Update 2 -> Radioactive Water
31 Days Ago
Radioactive water reduces thirst rather than increasing it
31 Days Ago
Ensured radtown has correct lake setup
31 Days Ago
Merge world_update_2
34 Days Ago
Water barrel accepts radioactive water
34 Days Ago
Player is now splashable by radioactive water. Irradiates players. This means sprinklers filled with radioactive water will gradually radiate any player under its spray
34 Days Ago
Bunch of bug fixes Added remove all force methods to planter. Removes all with no fibre drops when radioactive water is used
34 Days Ago
Fillwater command now supports radioactive water
34 Days Ago
Radioactive water will kill all plants in a planter when splashed
34 Days Ago
planter splash check
34 Days Ago
Added icon to radioactive water Radioactive water will merge together with water or salt water in containers, turning them into radioactive water
34 Days Ago
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
34 Days Ago
Swapped radioactive water check from physics checks to a texture map instead
35 Days Ago
Added drinkable radioactive water to new radtown S2P
35 Days Ago
Revert procedural map
35 Days Ago
Actually add water body to the topology map. Water bodies marked as lake/river should now be drinkable as expected