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5,612 Commits over 882 Days - 0.27cph!

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