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4,436 Commits over 731 Days - 0.25cph!

6 Months Ago
3d_renderer_caps -> jungle_update
6 Months Ago
Disable 3d renderer again
6 Months Ago
Fixed cap normals rendering insideout (flipped winding direction check)
6 Months Ago
Adjust cap triangles winding order based on direction
6 Months Ago
Cap methods properly map the UVs (adding it to the correct list)
6 Months Ago
3d_renderer_uv_fix -> jungle_update
6 Months Ago
Map v based on distance instead of point index. Results in consistent texture scaling instead of stretching.
6 Months Ago
vine_animation_Setup -> jungle_update
6 Months Ago
Fix broken blend tree name
6 Months Ago
vine_animation_setup -> jungle_update
6 Months Ago
Added 3p vine and vine descend animations
6 Months Ago
add vine 1st person decent animation
6 Months Ago
3p_remove_curve -> jungle_update
6 Months Ago
Fix vine turning off mid way through the movement
6 Months Ago
Dont curve the bottom part of the vine when travelling on it - ensures hands stay in the correct location, but it doesnt look as good Fix look rotation log message on vine mountable
6 Months Ago
vine_renderer_descent_fix -> jungle_update
6 Months Ago
Fix vine visual not resetting properly after descent
6 Months Ago
vine_visuals_line_up_fix -> jungle_update
6 Months Ago
Greatly reduce the vine point moving strengh. Should fix issues with the visuals not matching mountable position
6 Months Ago
vine_visuals_render_fix -> jungle_update
6 Months Ago
Possible fix for vines not rendering until within interact range
6 Months Ago
vine_3d_renderer -> jungle_update (3rd time lucky)
6 Months Ago
compile error
6 Months Ago
vine_3d_renderer -> jungle_update
6 Months Ago
UV support
6 Months Ago
vine_3d_renderer -> jungle_update
6 Months Ago
Massive performance boost: Reduce vine ms usage by 50%. Only run coroutine spring lerps on use, snap to position on init> Additionally: Only run spring lerps if end point or hang point are different to what they should be
6 Months Ago
Force vine visual to stay on 2d rendering only
6 Months Ago
Passed intial performance tests: disabling tube rendering until art is done
6 Months Ago
Fix LOD flickering issue again
6 Months Ago
Fixed bug causing invisible lines on swing. Preload both tube and line renderers, so on swapping they can quickly move over and draw the vine properly
6 Months Ago
Trying to fix an invisible on swing bug
6 Months Ago
Profiling Better LOD values
6 Months Ago
Fix LOD spamming on and off depending on player look direction. Fix LOD not respecting the OnShow mountable code
6 Months Ago
NRE fix
6 Months Ago
Setup new VineLOD script. Swap the physics ropes render mode on lod state change
6 Months Ago
Setup LOD system with new tube and line renderers. Show 3d tube vine up to 20 m then swap to line renderer, eventually culling.
6 Months Ago
Reduce bounce values
6 Months Ago
Animate hang point and length changes with springs
6 Months Ago
main -> syncvars
6 Months Ago
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
6 Months Ago
Successfully working 3d representation of the vines Tube Renderer radius now better matches 2d vine width
6 Months Ago
Cleanup vine script. Doesn't need to hold a reference to a line renderer
6 Months Ago
FakePhysicsRope now has multiple render modes: LineRenderer2D, TubeRenderer3D and the option to have both. Vines are now rendered as both line and tubes.
6 Months Ago
Ensure end caps have the right normals
6 Months Ago
Fix tubes rendering as ribbons Add flat caps onto the end of the tubes if hemisphere caps arent used
6 Months Ago
WIP: Generate tubes as rings of verts and connect them together instead of lots of capsule segments
6 Months Ago
Expose position setting methods just like the line renderer
6 Months Ago
Initial implementation of a tube renderer. This will let us procedurally create swinging vines as 3d objects rather than bill boards
6 Months Ago
boomerang_condition_fix -> jungle_update