branchrust_reboot/main/vinescancel
33 Commits over 151 Days - 0.01cph!
Remove unneeded debug logs
- List rewrite
- Added license
- Setup more IK settings in code
- Add missing IK error
- Move FastIK away from Unity update methods
- Setup profiling and our own init and update methods
Implement list pooling into FastIK
Fast IK code cleanup + namespace change
- Implement our own fork of FastIK
- Add support for inverting Resolved rotation
- Correctly implement on top of our vines
- Local vine setup
- Mountable calls vine update RPC
- Manifest rebuild
Initial work to render a line
Dispose of line renderer on destroy
- Vine object
- Prefab setup
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine
- Rotation speed changes
- Mountable now shared between swings
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
Change mountable so the player doesnt insta die on dismount
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
Auto dismount player at the end of sampling (just use distance for now)
- Player rotation follows orientation of parabola flow.
- More code structure cleanup.
- Inject use level in vine utils
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
Initial work to try out Cardinal Splines:
- Setup minimal tension values (basically Catmull-Rom)
- Movement adjustments
Change input to jump only
Mountable:
- Added dismount on input
- Added eye override pose
- Adjusted poses when on mountable
- Changed mountable spawning behaviour
Partial modifier and RPC build
- Scene updates
- Prefab properties populated
- Manifest
- Initial launch point and mountable basic scripts
- Basic prefab setup
- Vine launch points can connect together