branchrust_reboot/main/Boomerangcancel
132 Commits over 59 Days - 0.09cph!
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
Half boomerang outwards travel distance
cant save thrown boomerang
- 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
Fixed bug causing has thrown not to be reset properly (clientside)
Route catch through RPC rather than flags to reduce the back and forth
- Fixed bug locking thrown boomerang from being used again
- Overwritable method on thrown
- Set client thrown flag properly
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Added catching cycle with catching animations to actually catch the boomerang
Way higher client rotation speed
Fixed projectile rotation flipping for a few bezier steps mid way through flight
NRE check on boomerang rayhit get collider material
Attempts to stop boomerang flipping mid way through its flight
Much cleaner move towards. Just update and delta time rather than fixed
First pass on client prediction. Going simple to begin with: custom extrapolation
Experimentations with forced drop off at ends as well as 0 scan range and radius
- Ensure original boomerang item is cached by new thrown boomerang
- When boomerang hits something the boomerang item will be nuked
New system to keep the boomerang in your hotbar whilst its flying. Total buggy mess right now
Added ability to bypass consume on throw
- Double max rotation speed
- Remove unneeded logs
Automatically play a gesture when throwing the boomerang (temporarily a wave for now)
-Stop gesture if projectile hits something
- Boomerang can now be caught by the player who threw it in the first place
- Cache creator player
- Hitmaterial now uses collider shared material
- Improved reliabiliy of impact effects happening
- Server projectile version scales damage properly
- Logs
- Play projectile effects even if you only hit the terrain
- Fixed NRE on terrain hit
- Remove unneeded logs
Boomerang now sticks into whatever it hits, creating a pickupable world object like any other projectile
lerp direction changes rather than straight setting
Tweaked boomerang return arc
Fixed look rotation zero error on server projectiles
- Completely deterministic arc generation
- Radius variable
- Manually set projectile velocity (not the best idea)
Try bezier curves rather than fake physics and a dream
Some stop distance thresholding
Got the boomerang doing a little curve a few seconds after throwing
Kill the boomerang properly on hit
Boomerang rotation now based on its speed
Get proper hit material from ray
Fully swapped boomerang over to server projectile.
Restored most of the old functionality.
Some server projectile virtual methods. Clientside spinning reinstated.
Swapped fully to using a server projectile instead so we can use all of the projectile systems
Spawn at the correct position + rotation