branchrust_reboot/main/Boomerangcancel
131 Commits over 59 Days - 0.09cph!
Client server mismatched fields error
Fixed Boomerang on back positioning.
Removed extra logs from animation events
Added item condition to Boomerangs - each hit removes 10% of durability
Cancel 3p animation if hits the ground
Improve Boomerang hit detection.
Fix movement code taking excess velocity from the server projectile movement.
Can now turn on/off server projectile movement code (boomerang only uses server projectile for its initial thrown section, client predicted on curving)
Dont fly to a player thats ran too far from the starting position
Aim slightly higher up than the feet
Client predicted returning to player
Quicker return speed (again)
3p throwing and waiting to catch boomerang animations
Try and return to the player rather than the starting spawn location
jungle_update -> boomerang
jungle_update -> Boomerang
- Can throw boomerang sooner after catching it (quicker caught animation transition)
- Reduce catch animation duration frames
Can no longer use a boomerang to gather wood or harvest bodies
Double boomerang throwing range
jungle_update -> boomerang
Greatly increase boomerang thrown speed and reduce curving time
Retain item ownership after throwing and picking up the boomerang
Fixed boomerang directions not responding properly to percentage complete through the throw arc
Expose settings to change return arc and time until start return arc
- Prevent different boomerang items from being able to catch other boomerang items (eg boomerang 2 item catching boomerang 1 in the air)
- Harden check logic on boomerang catch (server & client)
Fix issue detecting if boomerang has finished its curve
Allow boomerang to generate more forward momentum if its finished its curve and hasnt hit the ground yet
- Setup script to allow trails (or any child) to null out rotation on a specific axis
- Stopped Boomerang trail from following the x axis
Detect water hits - handle it like the other projectiles
Stop the boomerang killing itself when getting near the owner player (if they dont have anything out)
Boomerang prefab information
- Compile errors
- Recalculate bounds
Fixed some weird sticking issues with boomerangs. Explore some sticking behaviour with entities
New icon and inventory effects
- Fixed animation controller forcing exit time on catch
- Implemented some radius on the hit casts (gives some leeway on having to directly hit the target)
Fixed client catch prediction (works well!)
Dump the extrapolation. Implement full clientside pediction instead. Behaving sensible at 150-200ms ping
Disable client predicted catching for now
Way more accurate landing point logic
Client predict catch logic
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)