branchrust_reboot/main/Powerline_Ziplinecancel
77 Commits over 59 Days - 0.05cph!
Add ziplinelaunchpoint.report that prints out the total ziplines and some length information (total and average)
Improved animated ease in when mounting a zip line, player rotation should look less awkward
Subtract
69918, doesn't fully resolve issues
Add a new entity at the end of each zipline that renders the last half of the zipline (this will resolve the zipline disappearing when arriving at the end of a very long zipline)
Disable this behaviour in demos for backwards compatibility reasons
Improved player rotation when travelling on a zipline that goes via another powerline
Add an analytic for using ziplines
Add a tip to explain holding forward to accelerate
Move zipline movement from FixedUpdate to Update, make movement less jerky
Add better colliders to crouch planks on platforms
Tweak placement logic for standardised platform placement sequence (there will always be two non platforms between platforms)
Remove a log
Lower the mid point during line setup raycasts to try and prevent lines getting caught on terrain
Don't move player eye position while using first person with arms on the zipline
Merge from powerline_zipline/ease_in
Increase range of potential ziplines
Slightly reduce height of collision sweep while ziplining
Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations
Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform
Refactored saving and loading
Zipline now takes 3s to get to top speed
Slightly increased top speed
Add PathSequence component for proc gen that allows for limits to be set on how often a prefab can placed in a path
Added component to Powerline platforms so that two non-platform pylons have to be placed between each platform
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
Remove more duplicated powerline scripts
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms
Change "Mount" interaction name to "Use Zipline"
Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount
Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
Add some more termination points to compound
Added zipline termination points to all fishing villages (added to scene as nested prefabs in case of merge issues)
Reduce collision sweep size to help land on destination platform more safely
Add some more line of sight checks to more accurately check for collisions along the line with slack applied
Move all monument ziplines out into their own prefab (_ziplines asset next to scene)
Slow down the zipline slightly and ensure it moves to the final line point before dismounting
Fixed zipline moving too slowly in builds
Fix some ziplines not generating because they were calculating a dot product of over 1
Move platforms to bundled assets for proc gen placement
Shift probability of standard pylons down (8 -> 2)
Hook up platform B and C variants
Use smooth delta time for less jerky zipline movement
Fixed some guid issues, reapplied prefabs on Playground and craggy
Zipline points for trainyard and water treatment plant
Add zipline dismount points to supermarket, airfield, arctic research base, launch site, gas station, both harbors, excavator, satellite dish and outpost
Adjust line termination points with model changes
Better handling if the player can't mount the zipline for some reason
Added some debug visualisation to ZiplineLaunchPoint to help valid placement
Actually fix right hand IK
Fixed incorrect initial handle rotation
IK tweaks
Ladder lods
Barrel prefab on bottom level