4,646 Commits over 762 Days - 0.25cph!
    
    
    
        
            
            
            
                
                - Allow reversing of volume rotations
- Scale volume based on sprinkler radius if used with sprinkler
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix errors with deploy guides that dont have volume renderers
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                impact_details_variety -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Shader and colour refinements. Added hemisphere support
 
                
                
                
                
                
             
         
        
            
            
            
                
                Setup a scrolling diagonal material
 
                
                
                
                
                
             
         
        
            
            
            
                
                Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved the code into deploy guide renderer instead
 
                
                
                
                
                
             
         
        
            
            
            
                
                When placing a sprinkler, a sphere will now be visible indicating its range
 
                
                
                
                
                
             
         
        
            
            
            
                
                some more minor dirt adjustments
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make slashes cause smaller decals than blunt, cause that makes sense
 
                
                
                
                
                
             
         
        
            
            
            
                
                Blunt effects now support non uniform scaling (skew)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added random rotation modifer to all bullet decals
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensure all stab effects have rotation modifers on them
 
                
                
                
                
                
             
         
        
            
            
            
                
                Further refinements to slash effects
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed metal ore scale issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                First set of refinements to the rest of the slash details
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale
https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg
 
                
                
                
                
             
         
        
            
            
            
                
                Fix master swarms not killing themselves after a period of time without a target
 
                
                
                
                
                
             
         
        
            
            
            
                
                Porabola utils Incase I want to use it
 
                
                
                
                
                
             
         
        
            
            
            
                
                Initial crappy curving logic
 
                
                
                
                
                
             
         
        
            
            
            
                
                - save thrown from position
- handle save till return
- setup shared stuff (used for prediction later)
- code cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted bounding box again
 
                
                
                
                
                
             
         
        
            
            
            
                
                - increased speed
- debug command
- codegen
 
                
                
                
                
                
             
         
        
            
            
            
                
                Impact effects now working on hit. Just search for the nearest bone and use that
 
                
                
                
                
                
             
         
        
            
            
            
                
                More progress towards thrown boomerang generating effects. Correct material is now grabbed
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Reduce bounds
- Add comments
 
                
                
                
                
                
             
         
        
            
            
            
                
                Some attack hit 2 effects
 
                
                
                
                
                
             
         
        
            
            
            
                
                Setup attack hit 2 properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can now melee things with the boomerang on left click
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed beehive nucleus grades not being registered properly on vendor listings
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Boomerang now kills itself on damage
 
                
                
                
                
                
             
         
        
            
            
            
                
                Proposed fix for the bees throwing random occasional fire from sub emitters
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Slight balancing adjustments to make sprinklers more effective
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensured master swarm has same trigger collider
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Let bee swarm and bee master swarm take splashable damage
 
                
                
                
                
                
             
         
        
            
            
            
                
                Boomerang now does damage to entities it hits
using vis entities for the meantime
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Increased deployed beehive prevent building volume
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Clientside rotation (this is ok so long as we use a square/sphere collider lol