branchrust_reboot/main/fruit_treescancel
35 Commits over 61 Days - 0.02cph!
S2P All tropical islands, both ranches, outpost, sat dish and apartment complex. This fixes those scenes using older versions of the apple/coconut trees.
Fix beehive.natural kill warning.
Removed apples from oak_d. Increased apple spawn chance on oak_e to 50% to compensate.
Subtract current wind swaying implementation for the apple trees.
Going to explore doing this with a shader in the future instead as the current implementation can be expensive.
Apples now sway on trees.
Moved apple locations on oak_d to the end of the branch.
Increased apple LOD distance.
Fixed oak_e always dropping apples when harvesting.
Created a tool to visualise where tree additions are on trees to make placing them much easier.
Adjusted the apple positions on both oak_d and oak_e.
Removed the loot refreshes on natural beehives, apple trees and coconut trees.
Merged shelved code review changes.
Removed duplicated code.
Reduced coconut.tree network range to 128.
Stop coconuts spawning on palm_tree_tropical_med_a until i find a way of stopping the tree sway.
Increased chance of apples/beehive spawning on oak_d to 25% from 15%.
Adjusted coconut tree spawn chance to 25% (left it at 100% by mistake).
S2P tropical Island 2 + 3
Disabled saving on both the apple.tree and coconut.tree prefabs (this stops the fruit piling up and floating after server restarts oops).
Replaced array with a list and use Facepunch.pool instead of allocating an array each time.
Set the positon and rotation of the fruit straight away.
Removed apple chance from oak_f. Instead move to oak_e which has a chance of spawning apples and a beehive.
General code clean up.
S2P tropical island 1, 2, 3 and 4.
Removed the coconuts from the big palm trees. Its really difficult to see the coconuts + the taller trees visually sway a lot more and currently the coconuts do not sway with the tree so it looks terrible.
Added coconuts to small_a, small_b, small_c and med_a
Created a coconut lootspawn and additional prefab. Added to palm_tree_tropical_small_b for testing
Enabled dropAtExactPosition on the beehive.natural
Apples have a 15% chance to spawn on oak_d and oak_f (we want apple trees to be rare)
Added a way for apples to spawn in the exact location their loot container is on the trees.
Before:
https://files.facepunch.com/lukester/2026/October/10_18-53-GlassGallowaycow.mp4
Now:
https://files.facepunch.com/lukester/2026/October/10_18-48-TimelyBaboon.mp4
- Apples have a very small chance of surviving (10% chance) if you dont harvest them before harvesting the tree (coconuts will have a much higher chance of surviving)
- Removed the chance of fruit to fall when hitting a tree
- Natural beehives will still always spawn honeycomb + the swarm when fully harvesting a tree. This behaviour remains unchanged
Restored beehives to oak_b,c and e.
oak_e has 100% chance to spawn beehive (just for testing)
Added 3 apples to oak_d for now for testing
Added apple to the manifest
Re-implemented all the previous logic from the hackweek branch
Added Apple.tree prefab and LootSpawn.Apple.
Added 3 apples to oak_d and they're all spawning correctly but dont spawn when trying to harvesting
Trees additions support multiple prefabs instead of just one