userIan Hendersoncancel
branchrust_reboot/main/vinescancel

23 Commits over 31 Days - 0.03cph!

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