3,679 Commits over 639 Days - 0.24cph!
Readjusted HBHF sensor visual size
Fix deploy guide renderer NREs
- Slightly increased HBHF visuals
- Fixed weird offset detction position (only by .03 units, wasn't really affecting gameplay)
Fixed tesla coil visualisation
Try spawning range volumes on enabe rather than start - should fix issues with volume ranges breaking on relog
boomerang -> jungle_update
- Prevent different boomerang items from being able to catch other boomerang items (eg boomerang 2 item catching boomerang 1 in the air)
- Harden check logic on boomerang catch (server & client)
Fix issue detecting if boomerang has finished its curve
Allow boomerang to generate more forward momentum if its finished its curve and hasnt hit the ground yet
Fixed bows showing every arrow head on init
Visualise the trigger range of:
Autoturret
Flame Turret
Shotgun Trap
reduce the alpha on the zone material
Fixed issues with HBHF sensor visualisation
Added support for tesla coil
Added support for igniter
Added HBHF sensor range visualisation
Add a menu option to turn on/off drawing range volumes
Boomerang -> jungle_update
- Setup script to allow trails (or any child) to null out rotation on a specific axis
- Stopped Boomerang trail from following the x axis
Detect water hits - handle it like the other projectiles
Stop the boomerang killing itself when getting near the owner player (if they dont have anything out)
Boomerang prefab information
Boomerang -> jungle_update
- Compile errors
- Recalculate bounds
Fixed some weird sticking issues with boomerangs. Explore some sticking behaviour with entities
New icon and inventory effects
- Fixed animation controller forcing exit time on catch
- Implemented some radius on the hit casts (gives some leeway on having to directly hit the target)
Fixed client catch prediction (works well!)
Dump the extrapolation. Implement full clientside pediction instead. Behaving sensible at 150-200ms ping
Disable client predicted catching for now
Way more accurate landing point logic
Client predict catch logic
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
Half boomerang outwards travel distance
cant save thrown boomerang