3,572 Commits over 639 Days - 0.23cph!
Some more sanity checks to ensure world raise end point is at the correct position when it needs to be
Invoke a refresh on the visual vine a split second after the mountable arrives - should prevent inaccurate vine end points
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jungle_update -> vine_capsule_render
boomerang_fixes-> jungle_update
Increased world model bounds sizing
boomerang_fixes -> jungle_update
Restore animation and holster changes
jungle_update -> boomerang_fixes
Handle 3p boomerang on/off in the boomerang script rather than via animation events
Reset 3p anims on holster even if its not the local player
Fix boomerang sometimes being unable to be thrown, this was because the thrown boomerang wasnt checking its id properly
Dont put boomerangs too deep into the ground
Fixed boomerang backpack position
Better gravity over distance
Code organisation and cleanup
boomerang_fixes -> jungle_update
Fix boomerang not colliding with a bunch of animals - dont strip the rig on the server
boomerang -> jungle_update
Don't make the vine point at the end destination anymore - confusing
Enable both 2d and 3d renderer to create 2d leaves on top of the 3d vine
Easier to UV caps - take a cylinder piece and squash the top down to generate a cap
- Fix rendering seam
- Fix incorrect transport frames on subsequent points with similar positions (was flipping rotations)
Texels per unit system (for uvs)
vine_animation_setup -> jungle_update
Failsafe for descend prediction, stops its playing twice
Remove idle exit time for snapper animation start
vine_animation_setu -> jungle_update
Predict a correct vine descent - player descent animation in a better place
vine_animation_setup -> jungle_update
Ensure descending flag resets properly (also reset on swing if we need to)
Ensure mountable sets itself to its active origin position after dropping off descending player
Rname vine descending to 3p_vines
jungle_update -> vine_animation_setup
3d_renderer_caps -> jungle_update
Disable 3d renderer again
Fixed cap normals rendering insideout (flipped winding direction check)
Adjust cap triangles winding order based on direction
Cap methods properly map the UVs (adding it to the correct list)
3d_renderer_uv_fix -> jungle_update
Map v based on distance instead of point index. Results in consistent texture scaling instead of stretching.
vine_animation_Setup -> jungle_update
Fix broken blend tree name
vine_animation_setup -> jungle_update