2,563 Commits over 548 Days - 0.19cph!
Implemented new Honeycomb Worldmodel
Created master swarms. These swarms output a small swarm every 1 minute (total up to 3)
Bee grenade now uses new swarms
optimise_fogoverlay -> crafting_update
Added profiling to the fog overlay
Optimise UIFogOverlay. Now only looks at nearby active smoke grenades (using a spatial grid).
It used to loop through every active smoke grenade on the map.
Bees now die in the smoke of a smoke grenade
Fixed bee grenade viewmodel scale
- Setup open/close sounds for deployed hive
- Change deployment sound to boxes
Force network update when heat source changes
Setup standalone impact effect for natural hives. Swapped to dirt sounds as a stand in
Setup Beehive item filters
Ensure deployed beehive can handle having a full inventory properly
Can no longer deploy things on placed hive
Increase natural beehive bounds padding
- FIxed screwed natural beehive bounds
- Fixed swarm AI breaking at weird ranges
Rebalanced some hive growth rates
- Item changes
- Can feed honeycomb to chickens
- Allow timed explosives to align their effect with velocity before an explosion
- Rotated bee grenade explosions to align with this velocity
Restored 1p_spectating_grenade_fix
Restored BeeSwarm changes
bees -> bee_grenade2 (again)
vendor_listing_changes -> crafting_update
Show an clones genetics on the vendor UI. Lets people see the genetics before they buy
(Also shows the grade of a nucleus)
Show nucleus grades on hover
Radwater now destroys the nucleus inside beehives
Beehives can now be heated with heaters
- Split off GrowableHeatSource so it can support any object so long as it has a IHeatSourceListener interface
- Clamped overall quality
Updated honeycomb description
Fixed LODs on:
Honey Jar
HiveNuclei
Honeycomb
- Water no longer kills swarms, but instead works as a deterent
- Dont target people that are too wet