userJarryd Campicancel
branchrust_reboot/main/vinescancel

44 Commits over 31 Days - 0.06cph!

17 Days Ago
Add more vine spawn points around the top of the tree Adjust the vine visual length based on how far it has to reach, fixes vines being usable but not looking usable due to the vine not reaching far enough
18 Days Ago
Adding a new field to force a more up to date verison on this branch, merges are getting weird
18 Days Ago
WIP new logic to pick a better vine spawn point based on averaged angle to destinations
18 Days Ago
Hooked up stump mesh
18 Days Ago
Protobuf
18 Days Ago
Merge from main
21 Days Ago
Add a branch highlight instead of DDraw, disable cylinder on the vine launch point
21 Days Ago
Update prefab with new model
24 Days Ago
Update nearby vines when a tree respawns
24 Days Ago
Revert chair.static mount pose
24 Days Ago
Fix vines double spawning when loading
24 Days Ago
Vine swinging trees no longer immortal Spawns an immortal stump entity when killed, stump will respawn the tree after 10s (wip obviously) Will not spawn if a player is in proximity
24 Days Ago
Merge from main
28 Days Ago
Attacking a vine will standing near one of it's destinations will make the vine swing to that destination if it is not at that destination
28 Days Ago
Added a temp interaction icon
28 Days Ago
Don't show the world vine to the person riding that vine in first person
28 Days Ago
Fixed vine repositioning incorrectly when swing ends, refactor vine visual out into it's own separate class/hierarchy and move into a budgeted update method
29 Days Ago
Fixed vine update performance at scale
29 Days Ago
Make vine swinging trees immortal
29 Days Ago
Still broken looking but slightly less broken looking vine visual
30 Days Ago
Merge from main
37 Days Ago
More init refactoring, should support proc gen placement now (in theory)
37 Days Ago
More save+load work Fixed swings starting at wrong rotation briefly
37 Days Ago
Fixed arc calculation getting inverted after loading a save Vine mountables now save and load
37 Days Ago
Viewmodel setup
37 Days Ago
Scene change
37 Days Ago
Hook up 3p anims Move animation files into vine swinging folder Change chair.static to use vine swinging anim for easier testing, animations appear broken
38 Days Ago
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
38 Days Ago
Unsaved
38 Days Ago
Better vine visual rotation handling, use burst cloth for now
38 Days Ago
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
38 Days Ago
Rough process for preventing multiple vines from overlapping when parked
38 Days Ago
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
38 Days Ago
Merge from main
39 Days Ago
Adjust the ladder trigger setup on the tree
43 Days Ago
More refactoring, entirely remove the Vine class Vine mountable now tracks all state once spawned, isn't destroyed on player dismount Provides much simpler client side vine visual management
43 Days Ago
Draw debug arrows for vines
43 Days Ago
Move responsibility for storing destinations to the Vine, not the LaunchPoint Vine now tracks if it is at it's start location or a destination, when at a destination can only swing back to origin
43 Days Ago
Merge from main
46 Days Ago
Spawn vines dynamically
46 Days Ago
Vines now find destinations at server start (like ziplines)
46 Days Ago
Test scene, greybox gameplay prefab setup
46 Days Ago
Manifest
46 Days Ago
Merge from main