userJarryd Campicancel
branchrust_reboot/main/jungle_updatecancel

97 Commits over 31 Days - 0.13cph!

Today
Merge from particle_light_cull
Today
Adjust vine rotation on spawn Adjust vine positions on trees Adjust branch walk colliders
Today
Trees will now drop any attached explosives when they start to fall
Today
Fixed Blocked by Clothing message appearing all the time when on board a tugboat while wearing a chicken/horse suit
Today
More hypothetical LODComponent.GetDistance checks
Today
Fixed not being able to reskin the shelves
Yesterday
Switch vine material to cutout
Yesterday
Adjusted vine swing height to vary based on distance travelled, legacy height is now how low you go when swinging at max distance, will now go down half as much when travelling the minimum distance
Yesterday
Fixed overlapping flags causing vines to not know they are away from their home branch
Yesterday
Fix NRE when spraying on hardside of a block with wallpaper
Yesterday
Fixed descend option not working
Yesterday
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Yesterday
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Yesterday
Improved vine positioning on branches
Yesterday
Unsaved
Yesterday
Fixed incorrect animator parameter name
Yesterday
Vine branches now use tree LOD settings rather than mesh LOD settings (so they should cull when a tree gets billboarded) Better landing position when arriving at the vine destination
Yesterday
Possible LODComponent.GetDistance NRE fix
Yesterday
Merge from main
7 Days Ago
Adjust vine tree grid distance 35 -> 30 Dithering 12 -> 12 Aiming for more long chains of vines Flattened out arrival angle of mountable
7 Days Ago
More blowpipe vm tweaks
7 Days Ago
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
7 Days Ago
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
7 Days Ago
Reduced vine travel speed by 25%
7 Days Ago
Improved rotation snapping when starting a vine wing
7 Days Ago
Increased the spacing of the vine launch points, should help vines overlap less
7 Days Ago
Fixed descend option not working when more than one vine is overlapping
7 Days Ago
Update emoji with transparency
7 Days Ago
Add test ladder/rope ladder to vine playground
7 Days Ago
Initial new emoji setup
7 Days Ago
Possible VineMountable.OnFlagsChanged NRE fix
7 Days Ago
Changed branch physics surface to wood
8 Days Ago
Restore changes to BaseProjectile lost in merge
8 Days Ago
Added a tip for how to climb trees
8 Days Ago
Experimental vine chaining Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards Can be disabled with VineMountable.allowChaining convar (defaults to true)
8 Days Ago
Another fix for serialisation layout
8 Days Ago
Compile fix
8 Days Ago
Expose DismountViewmodelHoldTime on VineMountable
8 Days Ago
Flatten look angle when deciding what branch to swing to
8 Days Ago
Revert last change, add a new disableLerps option to Ironsights component that will override any animation when calculating the viewmodel rotation while in ADS
8 Days Ago
Adjust blowpipe ironsights intro speed to 1.5 (was 2) and adjusted intro curve to kick in later, seems to fix it sometimes overshooting at the cost of a slightly slower ADS
9 Days Ago
Remove Facepunch.Editor reference
9 Days Ago
Fixed outbreak sprayer item id
9 Days Ago
Remove dismount handling on VineMountable
9 Days Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
9 Days Ago
More work on handling player movement properly when a vine tree is destroyed
9 Days Ago
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9 Days Ago
Another distance interaction fix
9 Days Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
9 Days Ago
Include vehicle detailed layer in vine dismount check