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5,834 Commits over 943 Days - 0.26cph!

1 Year Ago
Fixed cap normals rendering insideout (flipped winding direction check)
1 Year Ago
Adjust cap triangles winding order based on direction
1 Year Ago
Cap methods properly map the UVs (adding it to the correct list)
1 Year Ago
3d_renderer_uv_fix -> jungle_update
1 Year Ago
Map v based on distance instead of point index. Results in consistent texture scaling instead of stretching.
1 Year Ago
vine_animation_Setup -> jungle_update
1 Year Ago
Fix broken blend tree name
1 Year Ago
vine_animation_setup -> jungle_update
1 Year Ago
Added 3p vine and vine descend animations
1 Year Ago
add vine 1st person decent animation
1 Year Ago
3p_remove_curve -> jungle_update
1 Year Ago
Fix vine turning off mid way through the movement
1 Year 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
1 Year Ago
vine_renderer_descent_fix -> jungle_update
1 Year Ago
Fix vine visual not resetting properly after descent
1 Year Ago
vine_visuals_line_up_fix -> jungle_update
1 Year Ago
Greatly reduce the vine point moving strengh. Should fix issues with the visuals not matching mountable position
1 Year Ago
vine_visuals_render_fix -> jungle_update
1 Year Ago
Possible fix for vines not rendering until within interact range
1 Year Ago
vine_3d_renderer -> jungle_update (3rd time lucky)
1 Year Ago
compile error
1 Year Ago
vine_3d_renderer -> jungle_update
1 Year Ago
UV support
1 Year Ago
vine_3d_renderer -> jungle_update
1 Year 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
1 Year Ago
Force vine visual to stay on 2d rendering only
1 Year Ago
Passed intial performance tests: disabling tube rendering until art is done
1 Year Ago
Fix LOD flickering issue again
1 Year 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
1 Year Ago
Trying to fix an invisible on swing bug
1 Year Ago
Profiling Better LOD values
1 Year Ago
Fix LOD spamming on and off depending on player look direction. Fix LOD not respecting the OnShow mountable code
1 Year Ago
NRE fix
1 Year Ago
Setup new VineLOD script. Swap the physics ropes render mode on lod state change
1 Year 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.
1 Year Ago
Reduce bounce values
1 Year Ago
Animate hang point and length changes with springs
1 Year Ago
main -> syncvars
1 Year 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
1 Year Ago
Successfully working 3d representation of the vines Tube Renderer radius now better matches 2d vine width
1 Year Ago
Cleanup vine script. Doesn't need to hold a reference to a line renderer
1 Year Ago
FakePhysicsRope now has multiple render modes: LineRenderer2D, TubeRenderer3D and the option to have both. Vines are now rendered as both line and tubes.
1 Year Ago
Ensure end caps have the right normals
1 Year Ago
Fix tubes rendering as ribbons Add flat caps onto the end of the tubes if hemisphere caps arent used
1 Year Ago
WIP: Generate tubes as rings of verts and connect them together instead of lots of capsule segments
1 Year Ago
Expose position setting methods just like the line renderer
1 Year Ago
Initial implementation of a tube renderer. This will let us procedurally create swinging vines as 3d objects rather than bill boards
1 Year Ago
boomerang_condition_fix -> jungle_update
1 Year Ago
Ensure boomerang is losing condition
1 Year Ago
jungle_update -> boomerang