branchrust_reboot/main/beescancel
183 Commits over 59 Days - 0.13cph!
Deployed Beehive:
- Reduced collider size
- Recalculated bounds
Reduce update rate when looking in a box
- Add Progress bar to Honeycomb generation
- RPCs added with client prediction
- Cleanup NucleusGrading code
- Beehive trigger fix
- More material changes
More circular test bee particles
Two more ways to try and record a players water level for more accurate Bee Behaviour. Use water factor, time since last water splashed and wetness values to try and get a decent view of a players water behaviour
Hazmat suits and wetsuits now stop the player from getting wet when water is splashed on them
Swapped one hack for a different cleaner hack when handling bee sting damage
Fixed natural beehive not being hittable
Fix pooling error on Natural Hives
Restore old egress behaviour whilst fixing the issues causing the NRE
Fix broken nucleus grades
- Hurt trigger changes (beehive)
- Hurt trigger changes (beeswarm)
- Nucleus item type changes
Fixed Beehive inside/outside check
Placeholder beehive crafting costs
- Added chance for hives to spawn on other oak trees
- Bee grenade requires nucleus to craft
- Client compile errors
Better natural beehive collider
Missing files: New Damage type
- Bees can no longer damage players in Hazmat suits
- Bee sting damage type
- Beeswarm Damage updates
- Beehive Damage updates
- Make 1 honeycomb every 5 minutes
- Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster
- Another balancing pass on XP
Fixed beehive not generating honeycomb
Fixed info and loot panel issues
- Made fancy display showing current xp of nucleus and xp required for the next level up
Fixed weird colour issue on panel
Added some tooltips to hive info
Further panel adjustments
- New deployed beehive lootpanel (wip)
- New icons
- New stats (not linked up)
- Use input and output grids
- Missed file settings
- Lootpanel changes
Some minor optimisation to Tree addition spawning
- Proper deployed beehive guide mesh
- Proper deployed beehive item icon
- Setup proper despawn rarities
- Remove from loot tables
Can now sell honey to Bandit Camp (same idea as fertilizer)
Reduced cook time to 1 second
- Prefab cleanup (split client + server nicely)
- Add temporary bee buzzing sounds to beehives, natural hives and swarms
Can now cook Honeycomb in a furnace to produce Jars of Honey quickly
- Changed honeycomb stack size to 100
- Removed logs
Trees call combat entity die on tree destruction rather than kill
- 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)