3,671 Commits over 639 Days - 0.24cph!
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
hooper_range_visuals -> main
- Hopper now uses pre process associated collider step (makes it easier to add deploy volumes & modify them after setting them up)
- Added extra tooltips
Setup Hopper visual range
Convar to disable vine drawing
Route vine length through protobufs instead (much better results)
More distance calculation bugs
Fix bug causing vines to be incorrect lengths acording to distance
Setup LOD on vine line renderer
Fixed vine renderers not spawning on proc gen
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect)
- Auto set rope length in SwingingRope instead
- Fake Physics rope can now manually have its update methods ran
- Vines are now updated in budgeted update like before
Apply the same recent rug deployment improvements to the bear rug
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client_projectile_improvements_eyeclipping -> main
projectile_improvements_orientation -> main
Allow setting a custom initial orientation for projectiles
Adjusted base clip distance
- Server projectiles now properly prevent head clipping on throw
- Rebound HideUntilMobile to a more realistic distance for current rust
- Setup convars to be able to control server projectile clipping settings with overrides on a per projectile basis
Add convars to control camera clip buffer time and if enabled
Experiment with turning the renderers off on client projectiles when spawned locally for a few frames
Should prevent projectiles from clipping into the players eyes for the first few frames
Fixed errors with handling has clothing under checks
- Rename scripts
- Setup wood armor pants
Setup code system for conditional over/under clothing to be displayed if existing clothes are under it
- Used notify system to keep logic to a minimum
- Setup wooden chest plate
main -> conditional_armor_meshes
Rough direction pointing code
More natural vine swinging:
- Peak function dictates if bezier curve is following a sagging mid point or a flat midpoint (Mid way through the swing the vine is more straightened out)
- More dampening and springing on end rotations
- Custom mid point support
Find furthest away destination point and set the length via that
Further refinments to visual vine. Uses local position fake physics rope and adjusts vine visual rotation according to a spring
Add wind to new vines
- Swap to having existing component rather than adding it dynamically
Add some extra length to loosen the rope
Swap vine over to using fake physics rope instead
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bee_analytics_fix -> main