2,564 Commits over 548 Days - 0.19cph!
- Fix turrets working with new arrow system
Took a while with multiple rewrites
Setup crossbow with new blend tree event script
New blend tree event submission script
Animation events will now replay states if the show ammo states are used
Handle all of the bow arrow updates inside the animator instead
Greatly increase boomerang thrown speed and reduce curving time
Retain item ownership after throwing and picking up the boomerang
rug_deployment_fix -> main
Use override placement layer system to prevent rugs being able to be placed on top of other deployables, this ensures they always go underneath
main -> rug_deployment_fix
Vending Machine consumes the same amount of power as fridge
Fixing some changed/broken settings on the new IO stuff
Fixed ContainerIOEntity not passing the argument loot panel over, was instead passing the hard coded loot panel
- Fix slot issues (problems when swapping to an io entity)
- Reset to correct allowed contents
Vending machine now has a built in fridge - can be powered to prevent meat from spoiling
main -> holstered_arrow_fix
Cleaned up arrow renderer system
- Bows now disable/enable their 3p arrow renderer depending on holster and magazine contents state
- Method to be able to check if a held entity is being displayed on holster (on client)
boomerang -> jungle_update
Fixed boomerang directions not responding properly to percentage complete through the throw arc
Expose settings to change return arc and time until start return arc
Remove unneeded debug logs
- List rewrite
- Added license
- Setup more IK settings in code
- Add missing IK error
- Move FastIK away from Unity update methods
- Setup profiling and our own init and update methods
Implement list pooling into FastIK
Fast IK code cleanup + namespace change
- Implement our own fork of FastIK
- Add support for inverting Resolved rotation
- Correctly implement on top of our vines
Readjusted HBHF sensor visual size
Fix deploy guide renderer NREs
- Slightly increased HBHF visuals
- Fixed weird offset detction position (only by .03 units, wasn't really affecting gameplay)
Fixed tesla coil visualisation
Try spawning range volumes on enabe rather than start - should fix issues with volume ranges breaking on relog
boomerang -> jungle_update
Fix issue detecting if boomerang has finished its curve
Allow boomerang to generate more forward momentum if its finished its curve and hasnt hit the ground yet
Fixed bows showing every arrow head on init