userIan Hendersoncancel

5,960 Commits over 974 Days - 0.25cph!

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
1 Year Ago
- Properly clamp mapped entry - Couple more safety checks
1 Year Ago
Beehive now stings you if you take honeycomb
1 Year Ago
cookingv2 -> bees
1 Year Ago
Fixed incorrect purchase history calculation
1 Year Ago
- Fixed weird scope scaling on Minicrossbow sights - Corrected super wide FOV issues with scopes
1 Year Ago
- Nucleus amount type set to genetics - Natural Beehive changes - Honeycomb changes - Adjust deployed hive volumes
1 Year Ago
- Swapped to a flags approach - Set max inventory size to 7 to sort the last greyed out icon
1 Year Ago
Fixed incorrect Lootpanel phrases
1 Year Ago
Bee swarm scale effects with springs
1 Year Ago
Integrate my item mod swap changes with jakes
1 Year Ago
cookingv2 -> bees (merge conflicts)
1 Year Ago
main -> cookingv2
1 Year Ago
Implement simple programmer and more advanced designer friendly springs. Will use these for scale animations
1 Year Ago
- Profile socket mod inside, i'm going to be using it a lot - Natural beehive file cleanup
1 Year Ago
main -> bees
1 Year Ago
Improved Siege Tower Colliders
1 Year Ago
Minicrossbow placed in an auto turret now shows fire arrows
1 Year Ago
primitive -> main
1 Year Ago
Compile errors
1 Year Ago
customeffects -> primitive
1 Year Ago
- Improved automatic bone name resolver - Fixed duplicate bone names in Siege Tower - Fixed duplicate bone names in Constructable
1 Year Ago
Increase Siege Tower NPC Carver size
1 Year Ago
- Rewrote custom effects system - Moved to projectile code - Inject into projectile before effect is sent - SImplify modifiers
1 Year Ago
Disable gizmo on piercer projectile in time for the playtest
1 Year Ago
main -> primitive
1 Year Ago
- Fix broken projectile velocity normal calculation - Allow automatic normal translation to be automatic, on or off - Attempted to fix match orientation (might need some more minor tweaks)