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2,774 Commits over 548 Days - 0.21cph!

Yesterday
jungle_update -> Aux3
Yesterday
vine_animation_setup -> jungle_update
Yesterday
Added 3p vine and vine descend animations
Yesterday
add vine 1st person decent animation
Yesterday
3p_remove_curve -> jungle_update
Yesterday
Fix vine turning off mid way through the movement
Yesterday
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
Yesterday
vine_renderer_descent_fix -> jungle_update
Yesterday
Fix vine visual not resetting properly after descent
Yesterday
vine_visuals_line_up_fix -> jungle_update
Yesterday
Greatly reduce the vine point moving strengh. Should fix issues with the visuals not matching mountable position
Yesterday
jungle_update -> Aux3
Yesterday
vine_visuals_render_fix -> jungle_update
Yesterday
Possible fix for vines not rendering until within interact range
Yesterday
vine_3d_renderer -> jungle_update (3rd time lucky)
Yesterday
compile error
Yesterday
vine_3d_renderer -> jungle_update
Yesterday
UV support
Yesterday
vine_3d_renderer -> jungle_update
Yesterday
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
Yesterday
Force vine visual to stay on 2d rendering only
Yesterday
Passed intial performance tests: disabling tube rendering until art is done
Yesterday
Fix LOD flickering issue again
Yesterday
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
Yesterday
Trying to fix an invisible on swing bug
Yesterday
Profiling Better LOD values
Yesterday
Fix LOD spamming on and off depending on player look direction. Fix LOD not respecting the OnShow mountable code
Yesterday
NRE fix
Yesterday
Setup new VineLOD script. Swap the physics ropes render mode on lod state change
Yesterday
Setup LOD system with new tube and line renderers. Show 3d tube vine up to 20 m then swap to line renderer, eventually culling.
Yesterday
Reduce bounce values
Yesterday
Animate hang point and length changes with springs
Yesterday
main -> syncvars
Yesterday
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
2 Days Ago
Successfully working 3d representation of the vines Tube Renderer radius now better matches 2d vine width
2 Days Ago
Cleanup vine script. Doesn't need to hold a reference to a line renderer
2 Days Ago
FakePhysicsRope now has multiple render modes: LineRenderer2D, TubeRenderer3D and the option to have both. Vines are now rendered as both line and tubes.
2 Days Ago
Ensure end caps have the right normals
2 Days Ago
Fix tubes rendering as ribbons Add flat caps onto the end of the tubes if hemisphere caps arent used
2 Days Ago
WIP: Generate tubes as rings of verts and connect them together instead of lots of capsule segments
2 Days Ago
Expose position setting methods just like the line renderer
2 Days Ago
Initial implementation of a tube renderer. This will let us procedurally create swinging vines as 3d objects rather than bill boards
2 Days Ago
jungle_update -> Aux3
2 Days Ago
boomerang_condition_fix -> jungle_update
2 Days Ago
Ensure boomerang is losing condition
2 Days Ago
jungle_update -> boomerang
3 Days Ago
freezing_icon -> main
3 Days Ago
Add a corner icon when meat is being refrigerated. Especially important with the new vending machine fridge https://files.facepunch.com/ianhenderson/1b1611b1/Unity_3xOHJjqneq.png
3 Days Ago
vending_machine_fridge -> main
3 Days Ago
Reset all existing vending machine prefabs to 128 slots for good measure