userIan Hendersoncancel

4,117 Commits over 701 Days - 0.24cph!

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
7 Months Ago
Improved Siege Tower Colliders
7 Months Ago
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7 Months Ago
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7 Months Ago
Minicrossbow placed in an auto turret now shows fire arrows
7 Months Ago
primitive -> main
7 Months Ago
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7 Months Ago
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7 Months Ago
Compile errors
7 Months Ago
customeffects -> primitive
7 Months Ago
- Improved automatic bone name resolver - Fixed duplicate bone names in Siege Tower - Fixed duplicate bone names in Constructable
7 Months Ago
Increase Siege Tower NPC Carver size
7 Months Ago
- Rewrote custom effects system - Moved to projectile code - Inject into projectile before effect is sent - SImplify modifiers
7 Months Ago
Disable gizmo on piercer projectile in time for the playtest
7 Months Ago
main -> primitive
7 Months 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)
7 Months Ago
- Huge simplification of bee generation - Depends on Nucleus now
7 Months Ago
Missing files
7 Months Ago
- Changed wording to nucleus rather than nuclei, as it is singluar after all - Setup proper worldmodel scripts on nuclei and jar of honey - Created beehive lootpanel
7 Months Ago
- Changed honey jar sounds - Nuclei item cleanup
7 Months Ago
New honey jar icon
7 Months Ago
Missing files
7 Months Ago
- Setup honeycomb and honey consumption - Setup extract modifier on honeycomb which has a chance to drop a nuclei - Updated nuclei path - Changed item names
7 Months Ago
- Cleanup item ItemModSwap - Added support for weighting, can make one item more/less likely to drop
7 Months Ago
primitive -> main
7 Months Ago
Allow doors to bypass road checks (only affects the siege tower)
7 Months Ago
primitive -> main
7 Months Ago
Added deploy blacklist to wooden door (to match the other doors) this fixes wooden doors not being placeable on siege towers (as well as tugboats)