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branchrust_reboot/main/vinescancel

23 Commits over 31 Days - 0.03cph!

3 Months Ago
main -> vines
3 Months Ago
main -> vines
4 Months Ago
main -> vines
4 Months Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
4 Months Ago
Initial work to render a line
4 Months Ago
Dispose of line renderer on destroy
4 Months Ago
- Vine object - Prefab setup
4 Months Ago
- 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
4 Months Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
4 Months Ago
Change mountable so the player doesnt insta die on dismount
4 Months Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
4 Months Ago
main -> vines
4 Months Ago
Auto dismount player at the end of sampling (just use distance for now)
4 Months Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
4 Months Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
4 Months Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
4 Months Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
4 Months Ago
Change input to jump only
4 Months Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
4 Months Ago
Partial modifier and RPC build
4 Months Ago
- Scene updates - Prefab properties populated - Manifest
4 Months Ago
- Initial launch point and mountable basic scripts - Basic prefab setup - Vine launch points can connect together
4 Months Ago
Initial scene setup