192,862 Commits over 4,049 Days - 1.98cph!
merge from jungle_dlc (items still WIP)
Adjust vine tree grid distance 35 -> 30
Dithering 12 -> 12
Aiming for more long chains of vines
Flattened out arrival angle of mountable
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
vine_3d_renderer -> jungle_update
(3rd time lucky)
vine_3d_renderer -> jungle_update
vine_3d_renderer -> jungle_update
Massive performance boost: Reduce vine ms usage by 50%.
Only run coroutine spring lerps on use, snap to position on init>
Additionally: Only run spring lerps if end point or hang point are different to what they should be
Reduced vine travel speed by 25%
Force vine visual to stay on 2d rendering only
Improved rotation snapping when starting a vine wing
Passed intial performance tests: disabling tube rendering until art is done
Fix LOD flickering issue again
Fixed bug causing invisible lines on swing. Preload both tube and line renderers, so on swapping they can quickly move over and draw the vine properly
Increased the spacing of the vine launch points, should help vines overlap less
Switch sprays to Decal/Deferred Decal
Trying to fix an invisible on swing bug
Profiling
Better LOD values
Fixed descend option not working when more than one vine is overlapping
Fix LOD spamming on and off depending on player look direction.
Fix LOD not respecting the OnShow mountable code
Update emoji with transparency
Setup new VineLOD script. Swap the physics ropes render mode on lod state change
Add test ladder/rope ladder to vine playground
Setup LOD system with new tube and line renderers.
Show 3d tube vine up to 20 m then swap to line renderer, eventually culling.
Animate hang point and length changes with springs
Outbreak Scientist texture update
created wip prefabs and steam items for wallpapers and sprays
Bottom hanging part of vine is now a bezier tail.
Tube Renderer now uses parallel transport to push tube rings in a manifold.
Results in much smoother rotational changes
added wicker and bamboo storage, set up prefab, created steam item, added jungle dlc steam item, linked up storage, obsidian knife and jungle ar to it, updated manifest and skins list
Updating skinning for coconut armour legs
Successfully working 3d representation of the vines
Tube Renderer radius now better matches 2d vine width
Cleanup vine script. Doesn't need to hold a reference to a line renderer
FakePhysicsRope now has multiple render modes: LineRenderer2D, TubeRenderer3D and the option to have both.
Vines are now rendered as both line and tubes.
Ensure end caps have the right normals
Replaced foliage shader in the arms viewmodel