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2,678 Commits over 548 Days - 0.20cph!

58 Days Ago
Missing files
58 Days Ago
- Added box collision to all 3 panes of the drawbridge - Stop self collision
58 Days Ago
- Drawbridge Extend/Retract ability now supported by animated building block - Fixed animator issues - Recalculate bounds
58 Days Ago
- Add retract/extend mode - Add menu items - Wire it into animation controller - Codegen
58 Days Ago
Standard 300 open/close now working
58 Days Ago
- Fixed animations not working (cleaned up animator and turned off exit time) Snap back on close?
58 Days Ago
- Dont nuke the animator on the server - Cleanup drawbridge - First steps to debugging broken anims
58 Days Ago
Apply root motion
58 Days Ago
- Get a collider on the new model and setup - Sort out basic animator - Setup realmed removed for the new setup
58 Days Ago
Reduced cook time to 1 second
58 Days Ago
- Prefab cleanup (split client + server nicely) - Add temporary bee buzzing sounds to beehives, natural hives and swarms
58 Days Ago
Can now cook Honeycomb in a furnace to produce Jars of Honey quickly
58 Days Ago
- Changed honeycomb stack size to 100 - Removed logs
58 Days Ago
Trees call combat entity die on tree destruction rather than kill
58 Days Ago
hackweek_swarms -> bees
58 Days Ago
Splashable water items actually increase the wetness value of the attacked player
58 Days Ago
Swarm will keep attacking a player until they pour water on themselves via buckets, water guns or the ocean. If so then egress and fade out
59 Days Ago
Angry bee swarms will now stay away from fire sources. If a player is holding a torch they will stay nearby to attack once the fire goes off
59 Days Ago
+ BaseEntity.SyncVar (doesn't compile)
59 Days Ago
Added implicit conversion operators
59 Days Ago
Add correct list of allowed types
59 Days Ago
Proper client receive method
59 Days Ago
main -> syncvars
59 Days Ago
Deployed beehive spawns particles as well should it have a nucleus and enough comb
59 Days Ago
Enable bee particles on the beehive if it has bees in it
59 Days Ago
Missing files
59 Days Ago
- Added some bee particles around a beehive - Killing a natural beehive makes a swarm
60 Days Ago
- 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
60 Days Ago
- Make the swarm damage you - Setup realmed removed
60 Days Ago
Added super crappy swarm particle effects (testing)
60 Days Ago
Improved stop distance check
60 Days Ago
Swarm goes for eye height rather than body
60 Days Ago
- Fixed swarm base not animating correctly - Removed excess logs
60 Days Ago
Got basic steering behaviour compiling
60 Days Ago
Swarm: - Better targetting system - Stop threshold - Steering behaviour
2 Months Ago
Home hive and target setup
2 Months Ago
Missing files
2 Months Ago
Laid out basic swarm behaviour setup
2 Months Ago
Code cleanup
2 Months Ago
- Icon - More deployable changes - Skewed out on an single axis
2 Months Ago
Wow, it works -Fixed orientation issues
2 Months Ago
Initial attempt at a Drawbridge: - Use Siege Tower Drawbridge 1 - Allow placement in a door frame - Adjust protection volume - Use door guide mesh
2 Months Ago
vending_stats_fixes_3 -> main
2 Months Ago
Fix wildly inflated vending stats sold amounts
2 Months Ago
Missing files
2 Months Ago
- 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
2 Months Ago
- 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
2 Months Ago
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
2 Months Ago
cookingv2 -> bees
2 Months Ago
main -> cookingv2