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4,144 Commits over 701 Days - 0.25cph!

7 Months Ago
+ BaseEntity.SyncVar (doesn't compile)
7 Months Ago
Added implicit conversion operators
7 Months Ago
Add correct list of allowed types
7 Months Ago
Proper client receive method
7 Months Ago
main -> syncvars
7 Months Ago
Deployed beehive spawns particles as well should it have a nucleus and enough comb
7 Months Ago
Enable bee particles on the beehive if it has bees in it
7 Months Ago
Missing files
7 Months Ago
- Added some bee particles around a beehive - Killing a natural beehive makes a swarm
7 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
7 Months Ago
- Make the swarm damage you - Setup realmed removed
7 Months Ago
Added super crappy swarm particle effects (testing)
7 Months Ago
Improved stop distance check
7 Months Ago
Swarm goes for eye height rather than body
7 Months Ago
- Fixed swarm base not animating correctly - Removed excess logs
7 Months Ago
Got basic steering behaviour compiling
7 Months Ago
Swarm: - Better targetting system - Stop threshold - Steering behaviour
7 Months Ago
Home hive and target setup
7 Months Ago
Missing files
7 Months Ago
Laid out basic swarm behaviour setup
7 Months Ago
Code cleanup
7 Months Ago
- Icon - More deployable changes - Skewed out on an single axis
7 Months Ago
Wow, it works -Fixed orientation issues
7 Months Ago
Initial attempt at a Drawbridge: - Use Siege Tower Drawbridge 1 - Allow placement in a door frame - Adjust protection volume - Use door guide mesh
7 Months Ago
vending_stats_fixes_3 -> main
7 Months Ago
Fix wildly inflated vending stats sold amounts
7 Months Ago
Missing files
7 Months 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
7 Months 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
7 Months Ago
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
7 Months Ago
cookingv2 -> bees
7 Months Ago
main -> cookingv2
7 Months Ago
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7 Months Ago
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7 Months Ago
- Properly clamp mapped entry - Couple more safety checks
7 Months Ago
Beehive now stings you if you take honeycomb
7 Months Ago
cookingv2 -> bees
7 Months Ago
Fixed incorrect purchase history calculation
7 Months Ago
- Fixed weird scope scaling on Minicrossbow sights - Corrected super wide FOV issues with scopes
7 Months Ago
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7 Months Ago
- Nucleus amount type set to genetics - Natural Beehive changes - Honeycomb changes - Adjust deployed hive volumes
7 Months Ago
- Swapped to a flags approach - Set max inventory size to 7 to sort the last greyed out icon
7 Months Ago
Fixed incorrect Lootpanel phrases
7 Months Ago
Bee swarm scale effects with springs
7 Months Ago
Integrate my item mod swap changes with jakes
7 Months Ago
cookingv2 -> bees (merge conflicts)
7 Months Ago
main -> cookingv2
7 Months Ago
Implement simple programmer and more advanced designer friendly springs. Will use these for scale animations
7 Months Ago
- Profile socket mod inside, i'm going to be using it a lot - Natural beehive file cleanup
7 Months Ago
main -> bees