5,603 Commits over 882 Days - 0.26cph!
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
- Compile Errors
- Codegen
Attempted fix for bee analytics not working clientside
range_visuals_reconnect_fix -> main
Fix range visuals not working after a disconnect and reconnect
boomerang -> jungle_update
- Fix turrets working with new arrow system
Took a while with multiple rewrites
Setup crossbow with new blend tree event script
New blend tree event submission script
Animation events will now replay states if the show ammo states are used
Handle all of the bow arrow updates inside the animator instead
Greatly increase boomerang thrown speed and reduce curving time
Retain item ownership after throwing and picking up the boomerang
rug_deployment_fix -> main
Use override placement layer system to prevent rugs being able to be placed on top of other deployables, this ensures they always go underneath
main -> rug_deployment_fix
Vending Machine consumes the same amount of power as fridge
Fixing some changed/broken settings on the new IO stuff
Fixed ContainerIOEntity not passing the argument loot panel over, was instead passing the hard coded loot panel
- Fix slot issues (problems when swapping to an io entity)
- Reset to correct allowed contents
Vending machine now has a built in fridge - can be powered to prevent meat from spoiling
main -> holstered_arrow_fix
Cleaned up arrow renderer system
- Bows now disable/enable their 3p arrow renderer depending on holster and magazine contents state
- Method to be able to check if a held entity is being displayed on holster (on client)
boomerang -> jungle_update