4,096 Commits over 701 Days - 0.24cph!
Bottom hanging part of vine is now a bezier tail.
Tube Renderer now uses parallel transport to push tube rings in a manifold.
Results in much smoother rotational changes
Successfully working 3d representation of the vines
Tube Renderer radius now better matches 2d vine width
Cleanup vine script. Doesn't need to hold a reference to a line renderer
FakePhysicsRope now has multiple render modes: LineRenderer2D, TubeRenderer3D and the option to have both.
Vines are now rendered as both line and tubes.
Ensure end caps have the right normals
Fix tubes rendering as ribbons
Add flat caps onto the end of the tubes if hemisphere caps arent used
WIP: Generate tubes as rings of verts and connect them together instead of lots of capsule segments
Expose position setting methods just like the line renderer
Initial implementation of a tube renderer. This will let us procedurally create swinging vines as 3d objects rather than bill boards
boomerang_condition_fix -> jungle_update
Ensure boomerang is losing condition
jungle_update -> boomerang
Add a corner icon when meat is being refrigerated. Especially important with the new vending machine fridge
https://files.facepunch.com/ianhenderson/1b1611b1/Unity_3xOHJjqneq.png
vending_machine_fridge -> main
Reset all existing vending machine prefabs to 128 slots for good measure
Remove logs, moved capacity code into delayed method.
Hardcode capacity into the npc vending machine instead (if the slot number is unset) . They all have the same capacity anyway - saves doing S2P on all monuments with vending machines.
Fixed issue causing outpost and bandit camp vending machines to be out of stock
Setup correct deployed vending machine slots 36 -> 30
Fixed max setup on new armor
Dont automatically add max skins to the viewmodel skeleton list
Reimplement vending machine fridge (on branch)
main -> vending_machine_fridge
▉▄▌▇▊▌▉_▉▅▄▋_█▇▅_▌▍▄▄▍▅▄▊ -> ▆▄▅▅
▄▅▋▊ ▇▅▅▄▋ ▍▉▅▆▉▋▅▌ ▆▌▍▊▌▋▄▌ ▅▍ ▍▍██ ██▊▊
Fix not being able to place the rugs and new bear rugs on tug boats
main -> cocoknight_armor_dlc
Final cleanups and extra comments
conditional_armour_meshes_viewmodels -> main
Simplification of slot logic
Encapsulate logic in viewmodel clothing
Correct skeleton list is now rendered depending on conditional logic
Initial setup work
Viewmodel items can run Conditional logic on ViewModel clothing script, occupying certain slots and looking for conflicts
osx_compile_simulator -> main
projectile_orientation_override -> main
Reorder inspector properties
lock orientation changes behind a checkbox
boomerang -> jungle_update
Client server mismatched fields error
boomerang -> jungle_update
Fixed Boomerang on back positioning.
Removed extra logs from animation events
Added item condition to Boomerangs - each hit removes 10% of durability