120,535 Commits over 4,018 Days - 1.25cph!
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
Reduced vine travel speed by 25%
Force vine visual to stay on 2d rendering only
Improved rotation snapping when starting a vine wing
Passed intial performance tests: disabling tube rendering until art is done
Fix LOD flickering issue again
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
Increased the spacing of the vine launch points, should help vines overlap less
Switch sprays to Decal/Deferred Decal
Trying to fix an invisible on swing bug
Profiling
Better LOD values
Fixed descend option not working when more than one vine is overlapping
Fix LOD spamming on and off depending on player look direction.
Fix LOD not respecting the OnShow mountable code
Update emoji with transparency
Setup new VineLOD script. Swap the physics ropes render mode on lod state change
Add test ladder/rope ladder to vine playground
Setup LOD system with new tube and line renderers.
Show 3d tube vine up to 20 m then swap to line renderer, eventually culling.
Animate hang point and length changes with springs
Outbreak Scientist texture update
created wip prefabs and steam items for wallpapers and sprays
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
added wicker and bamboo storage, set up prefab, created steam item, added jungle dlc steam item, linked up storage, obsidian knife and jungle ar to it, updated manifest and skins list
Updating skinning for coconut armour legs
Successfully working 3d representation of the vines
Tube Renderer radius now better matches 2d vine width
Cleanup vine script. Doesn't need to hold a reference to a line renderer
FakePhysicsRope now has multiple render modes: LineRenderer2D, TubeRenderer3D and the option to have both.
Vines are now rendered as both line and tubes.
Ensure end caps have the right normals
Replaced foliage shader in the arms viewmodel
Added weapon holster offset component for the torso armor
Fix tubes rendering as ribbons
Add flat caps onto the end of the tubes if hemisphere caps arent used
Fix occasional reposition NRE
WIP: Generate tubes as rings of verts and connect them together instead of lots of capsule segments
Fix look rotation error spam.
Fix occasional double attack during reposition slither.
Expose position setting methods just like the line renderer
Initial implementation of a tube renderer. This will let us procedurally create swinging vines as 3d objects rather than bill boards
fix jungle not appearing in terrain diffuse pyramid texture (fixes black terrain in jungle at low shader level)
boomerang_condition_fix -> jungle_update
Ensure boomerang is losing condition
Limit croc stamina, croc now become slow again after sprinting too long
Make crocs give up chase on land faster when players run away alongside the river instead of away from it
jungle_update -> boomerang