2,010 Commits over 489 Days - 0.17cph!
+ BaseEntity.SyncVar (doesn't compile)
Added implicit conversion operators
Add correct list of allowed types
Proper client receive method
Deployed beehive spawns particles as well should it have a nucleus and enough comb
Enable bee particles on the beehive if it has bees in it
- Added some bee particles around a beehive
- Killing a natural beehive makes a swarm
- Swarm now checks its targets to make sure they are viable throughout the whole attack
- Greatly optimised target selection and processing
- Seperate out think and do
- Make the swarm damage you
- Setup realmed removed
Added super crappy swarm particle effects (testing)
Improved stop distance check
Swarm goes for eye height rather than body
- Fixed swarm base not animating correctly
- Removed excess logs
Got basic steering behaviour compiling
Swarm:
- Better targetting system
- Stop threshold
- Steering behaviour
Home hive and target setup
Laid out basic swarm behaviour setup
- Icon
- More deployable changes
- Skewed out on an single axis
Wow, it works
-Fixed orientation issues
Initial attempt at a Drawbridge:
- Use Siege Tower Drawbridge 1
- Allow placement in a door frame
- Adjust protection volume
- Use door guide mesh
vending_stats_fixes_3 -> main
Fix wildly inflated vending stats sold amounts
- Created Nucelus Grading system (grade initial hive based nuclei to 0 xp, grade 3)
- Increase a Nucleus's XP when honeycomb is created
- Swapped Nucleus to use ItemMod
- Created Nucleus Information Panel
- Display Raw Nucleus XP if it has any
- Comments added to Tree Entity changes
- Lootpanel added to GameUI
- 100% chance for natural beehive to spawn on oak_c (just for testing)
- Honeycomb worldmodel fixes
- Added ability to change tree additive rotation
- Better handling on death of the tree
- Natural hive drops two sets of honeycomb
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
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- Properly clamp mapped entry
- Couple more safety checks
Beehive now stings you if you take honeycomb
Fixed incorrect purchase history calculation
- Fixed weird scope scaling on Minicrossbow sights
- Corrected super wide FOV issues with scopes
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- Nucleus amount type set to genetics
- Natural Beehive changes
- Honeycomb changes
- Adjust deployed hive volumes
- Swapped to a flags approach
- Set max inventory size to 7 to sort the last greyed out icon
Fixed incorrect Lootpanel phrases
Bee swarm scale effects with springs
Integrate my item mod swap changes with jakes
cookingv2 -> bees (merge conflicts)
Implement simple programmer and more advanced designer friendly springs. Will use these for scale animations
- Profile socket mod inside, i'm going to be using it a lot
- Natural beehive file cleanup