3,668 Commits over 639 Days - 0.24cph!
better_vine_movement -> jungle_update
Throw vine moveables time through smooth step easing. Emulates acceleration and slowdown
better_3p_vines -> jungle_update
better_3p_vines -> jungle_update
Vine now hangs lower than hands and trails behind a little
Refactor lower/raise vine point so the mountable is in control.
Simplify set length
3p vine better matches up with hand position.
hanging vine is slightly longer (preparing for having a little bit of vine below you when swinging)
- Fixed vines using excess length even in motion
- Base length of mountable state instead of estimated distance calculations
vine_integration -> jungle_update
Setup a small line of max length vine swings in the test scene
Better client replication of start and end points.
Ensures client is better at esimating progress - think we will just use protobufs instead though
Finish, keep and disable the vine viewmodel connection point stuff for now
Initial implementation of vine viewmodel connection points
Optim: Dont continue to run update client line function if we shouldnt show the vine
vine_integration -> jungle_update
Hanging vine point now points towards end desintation again
vine_integration -> jungle_update
New vine idle hang down position
- Vine hang point support
- Exposed more protected methods from fake physics rope
- Rename and organisation of vine scripts
Remove some unused variables
Actually make the debug text visible
Lerp the slack instead: way nicer result
Nuke the length calculation from the Protobuf as well
- Don't take progress via RPC try and calculate it instead
- Adjust length parameters to adjust as the player swings
- Can throw boomerang sooner after catching it (quicker caught animation transition)
- Reduce catch animation duration frames
Can no longer use a boomerang to gather wood or harvest bodies
Double boomerang throwing range
Remove HideUntilMobile logs
jungle_update -> boomerang
Cherrypick Conditional Armour [118751] -> cocoknight_armor_dlc
vending_machine_fridge -> main
vending_machine_fridge -> main
conditional_armour_meshes -> main
Performance improvments:
- Only perform OnClothingUnder checks on wearable pieces which have clothing under notifiers
- Cache hasClothingUnderNotifier on each wearable item piece
Added null checks on min/max armour peices when toggling their state
main -> conditional_armour_meshes