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3,837 Commits over 639 Days - 0.25cph!

5 Months Ago
cookingv2 -> bees
5 Months Ago
Added IO line support
5 Months Ago
- Fixed door controller - Broke lock
5 Months Ago
- Added lock and door controller support - Added increased protection to the front of the drawbridge
5 Months Ago
Ensure open/close door takes priority
5 Months Ago
Fixed bug preventing open/close option being replaced by pickup
5 Months Ago
Added sounds
5 Months Ago
Added pickup/repair
5 Months Ago
Fixed bug causing drawbridge model to go invisible whilst at the end of the bridge looking away (update when offscreen)
5 Months Ago
Missing files
5 Months Ago
- Added box collision to all 3 panes of the drawbridge - Stop self collision
5 Months Ago
- Drawbridge Extend/Retract ability now supported by animated building block - Fixed animator issues - Recalculate bounds
5 Months Ago
- Add retract/extend mode - Add menu items - Wire it into animation controller - Codegen
5 Months Ago
Standard 300 open/close now working
5 Months Ago
- Fixed animations not working (cleaned up animator and turned off exit time) Snap back on close?
5 Months Ago
- Dont nuke the animator on the server - Cleanup drawbridge - First steps to debugging broken anims
5 Months Ago
Apply root motion
5 Months Ago
- Get a collider on the new model and setup - Sort out basic animator - Setup realmed removed for the new setup
5 Months Ago
Reduced cook time to 1 second
5 Months Ago
- Prefab cleanup (split client + server nicely) - Add temporary bee buzzing sounds to beehives, natural hives and swarms
5 Months Ago
Can now cook Honeycomb in a furnace to produce Jars of Honey quickly
5 Months Ago
- Changed honeycomb stack size to 100 - Removed logs
5 Months Ago
Trees call combat entity die on tree destruction rather than kill
6 Months Ago
hackweek_swarms -> bees
6 Months Ago
Splashable water items actually increase the wetness value of the attacked player
6 Months 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
6 Months 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
6 Months Ago
+ BaseEntity.SyncVar (doesn't compile)
6 Months Ago
Added implicit conversion operators
6 Months Ago
Add correct list of allowed types
6 Months Ago
Proper client receive method
6 Months Ago
main -> syncvars
6 Months Ago
Deployed beehive spawns particles as well should it have a nucleus and enough comb
6 Months Ago
Enable bee particles on the beehive if it has bees in it
6 Months Ago
Missing files
6 Months Ago
- Added some bee particles around a beehive - Killing a natural beehive makes a swarm
6 Months 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
6 Months Ago
- Make the swarm damage you - Setup realmed removed
6 Months Ago
Added super crappy swarm particle effects (testing)
6 Months Ago
Improved stop distance check
6 Months Ago
Swarm goes for eye height rather than body
6 Months Ago
- Fixed swarm base not animating correctly - Removed excess logs
6 Months Ago
Got basic steering behaviour compiling
6 Months Ago
Swarm: - Better targetting system - Stop threshold - Steering behaviour
6 Months Ago
Home hive and target setup
6 Months Ago
Missing files
6 Months Ago
Laid out basic swarm behaviour setup
6 Months Ago
Code cleanup
6 Months Ago
- Icon - More deployable changes - Skewed out on an single axis
6 Months Ago
Wow, it works -Fixed orientation issues