branchrust_reboot/main/Boomerangcancel
132 Commits over 59 Days - 0.09cph!
Proper throw setup with eye position validation and racyast before throwing
Fixed boomerang server methods running in the client (only in editor)
Porabola utils Incase I want to use it
Initial crappy curving logic
- save thrown from position
- handle save till return
- setup shared stuff (used for prediction later)
- code cleanup
Adjusted bounding box again
- increased speed
- debug command
- codegen
Impact effects now working on hit. Just search for the nearest bone and use that
More progress towards thrown boomerang generating effects. Correct material is now grabbed
- Reduce bounds
- Add comments
Some attack hit 2 effects
Setup attack hit 2 properly
Can now melee things with the boomerang on left click
Boomerang now kills itself on damage
Boomerang now does damage to entities it hits
using vis entities for the meantime
Clientside rotation (this is ok so long as we use a square/sphere collider lol
- Set up really crappy move forward script
- Use item mod instead
- Temporarily set LODS to all be LOD0
Setup tech to allow an entity to be created on a throw. Brand new entity throw specific methods and a bunch of conversion + helper stuff added throughout.
Setup throw, throw_ready and throw_cancel animation events
Fixed broken aim animation
Add support for viewmodel renderer
- Setup item
- Temporary image