2,555 Commits over 517 Days - 0.21cph!
- Actually expose the temperature (makes it way easier to see whats going on)
- Can now run a beehive in the snow with enough heaters
Missing status panel files
- Add a status panel so its easy to see if a beehive is producing or not producing honeycomb
- Wrote new inventory check full methods to double check partial stacks
- FIx a bunch of terribly timed inventory checks
Rebalanced multiple and single bee swarm damage
Prevent bee damage (no matter what damage type it is) from bleeding
Only bother increasing nucleus stats if its not grade 1
Max XP is now whatever grade 1 starts at
Align under over 25 degrees and over 16 degrees
Fixed incorrect perfect growth rate calculation
Some stop distance thresholding
Got the boomerang doing a little curve a few seconds after throwing
Kill the boomerang properly on hit
Boomerang rotation now based on its speed
Get proper hit material from ray
Fully swapped boomerang over to server projectile.
Restored most of the old functionality.
Balance multiswarm damage
Working rebalance for single swarm attacks
Ensured time since spawned swarm is set on init properly
Fixed another bug with master swarm spawning multiple at once (this time in general and not in editor)
Fix editor spawning two bee swarms at once
Hazmats still nullify all damage coming in from bee stings (stab damage)
Most clothing will now provide some resistance against Bees, resulting in substantially lower damage per second (bees now do standard stab damage rather than bee sting damage)
show_sprinkler_range -> main
Added convar to allow enable/disable
Remove unneeded ddraw commands
Fixed inaccurate sprinkler radius
Fixed volume guide being slightly offset towards the player
- Huge code cleanup
- Ensure spheres and hemisphere prefabs can be correctly swapped between
Volume guide now disables properly when turning off
Further heater zone placement refinements
Corrected some incorrect heater growable sizes
Corrected a bunch of incorrect visual sprinkler radius size calculations
Ensure sphere prefab loads into memory correctly
- Proper prefab based volumes support
- Ensured prefab scales properly
bee_compile_errors -> main
Setup volume prefab support
bee_ux_improvements -> main
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Some server projectile virtual methods. Clientside spinning reinstated.
Swapped fully to using a server projectile instead so we can use all of the projectile systems
Spawn at the correct position + rotation
Proper throw setup with eye position validation and racyast before throwing