userIan Hendersoncancel
branchrust_reboot/main/Boomerangcancel

106 Commits over 28 Days - 0.16cph!

2 Days Ago
Fixed boomerang directions not responding properly to percentage complete through the throw arc
2 Days Ago
Expose settings to change return arc and time until start return arc
2 Days Ago
Remove time log
3 Days Ago
Fix issue detecting if boomerang has finished its curve
3 Days Ago
Allow boomerang to generate more forward momentum if its finished its curve and hasnt hit the ground yet
4 Days Ago
- Setup script to allow trails (or any child) to null out rotation on a specific axis - Stopped Boomerang trail from following the x axis
4 Days Ago
Detect water hits - handle it like the other projectiles
4 Days Ago
Stop the boomerang killing itself when getting near the owner player (if they dont have anything out)
4 Days Ago
Boomerang prefab information
4 Days Ago
main -> Boomerang
4 Days Ago
Adjusted icon again
4 Days Ago
More compile errors
4 Days Ago
- Compile errors - Recalculate bounds
4 Days Ago
Fixed some weird sticking issues with boomerangs. Explore some sticking behaviour with entities
5 Days Ago
Minor code cleanup
5 Days Ago
Fix on back orientation
5 Days Ago
New icon and inventory effects
5 Days Ago
- 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)
5 Days Ago
Remove unneeded logs
5 Days Ago
Fixed client catch prediction (works well!)
5 Days Ago
Dump the extrapolation. Implement full clientside pediction instead. Behaving sensible at 150-200ms ping
7 Days Ago
Disable client predicted catching for now
7 Days Ago
Way more accurate landing point logic
7 Days Ago
Client predict catch logic
7 Days Ago
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
7 Days Ago
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
7 Days Ago
Half boomerang outwards travel distance
8 Days Ago
cant save thrown boomerang
8 Days Ago
- Retain Boomerang on hit (lodge it like other projectiles) - Scrap bunch of left over hatchet stuff on world model - Setup semi decent LOD values - Standardise both thrown and world model settings
8 Days Ago
Fixed bug causing has thrown not to be reset properly (clientside)
8 Days Ago
Route catch through RPC rather than flags to reduce the back and forth
8 Days Ago
- Fixed bug locking thrown boomerang from being used again - Overwritable method on thrown - Set client thrown flag properly
8 Days Ago
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8 Days Ago
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8 Days Ago
Added catching cycle with catching animations to actually catch the boomerang
8 Days Ago
Way higher client rotation speed
8 Days Ago
Missed files
8 Days Ago
Fixed projectile rotation flipping for a few bezier steps mid way through flight
8 Days Ago
NRE check on boomerang rayhit get collider material
8 Days Ago
Attempts to stop boomerang flipping mid way through its flight
9 Days Ago
Much cleaner move towards. Just update and delta time rather than fixed
9 Days Ago
First pass on client prediction. Going simple to begin with: custom extrapolation
9 Days Ago
More sensible scan range
9 Days Ago
Experimentations with forced drop off at ends as well as 0 scan range and radius
10 Days Ago
- Ensure original boomerang item is cached by new thrown boomerang - When boomerang hits something the boomerang item will be nuked
10 Days Ago
Missed files
10 Days Ago
New system to keep the boomerang in your hotbar whilst its flying. Total buggy mess right now
10 Days Ago
Added ability to bypass consume on throw
10 Days Ago
- Double max rotation speed - Remove unneeded logs
10 Days Ago
Fixed throw RPC error