branchrust_reboot/main/Boomerangcancel

130 Commits over 243 Days - 0.02cph!

5 Minutes Ago
Fix issue detecting if boomerang has finished its curve
20 Minutes Ago
Allow boomerang to generate more forward momentum if its finished its curve and hasnt hit the ground yet
- Setup script to allow trails (or any child) to null out rotation on a specific axis - Stopped Boomerang trail from following the x axis
Detect water hits - handle it like the other projectiles
Stop the boomerang killing itself when getting near the owner player (if they dont have anything out)
Boomerang prefab information
Yesterday
Moved to /effects
Yesterday
Trail ready for mirrored orientation.
Yesterday
Fresnel opacity.
Yesterday
Even more orientation fixes.
Yesterday
Orientation fix.
Yesterday
WIP (some temp stuff)
Yesterday
Midair visibility WIP. Texture optimiziation. Slash instead of blunt dmg.
Yesterday
main -> Boomerang
Yesterday
Adjusted icon again
Yesterday
More compile errors
Yesterday
- Compile errors - Recalculate bounds
Yesterday
Fixed some weird sticking issues with boomerangs. Explore some sticking behaviour with entities
Yesterday
Minor code cleanup
Yesterday
Fix on back orientation
Yesterday
New icon and inventory effects
Yesterday
- Fixed animation controller forcing exit time on catch - Implemented some radius on the hit casts (gives some leeway on having to directly hit the target)
Yesterday
Remove unneeded logs
Yesterday
Fixed client catch prediction (works well!)
Yesterday
Dump the extrapolation. Implement full clientside pediction instead. Behaving sensible at 150-200ms ping
4 Days Ago
Disable client predicted catching for now
4 Days Ago
Way more accurate landing point logic
4 Days Ago
Client predict catch logic
5 Days Ago
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
5 Days Ago
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
5 Days Ago
Half boomerang outwards travel distance
5 Days Ago
cant save thrown boomerang
5 Days Ago
- Retain Boomerang on hit (lodge it like other projectiles) - Scrap bunch of left over hatchet stuff on world model - Setup semi decent LOD values - Standardise both thrown and world model settings
5 Days Ago
Boomerang wm fix
5 Days Ago
Animation updates for boomerang viewmodel content
5 Days Ago
Fixed bug causing has thrown not to be reset properly (clientside)
5 Days Ago
Route catch through RPC rather than flags to reduce the back and forth
5 Days Ago
Update admire animation and reset/reassign bones in viewmodel
5 Days Ago
- Fixed bug locking thrown boomerang from being used again - Overwritable method on thrown - Set client thrown flag properly
5 Days Ago
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5 Days Ago
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5 Days Ago
Added catching cycle with catching animations to actually catch the boomerang
5 Days Ago
Way higher client rotation speed
5 Days Ago
Missed files
5 Days Ago
Fixed projectile rotation flipping for a few bezier steps mid way through flight
5 Days Ago
NRE check on boomerang rayhit get collider material
6 Days Ago
Attempts to stop boomerang flipping mid way through its flight
6 Days Ago
Much cleaner move towards. Just update and delta time rather than fixed
6 Days Ago
First pass on client prediction. Going simple to begin with: custom extrapolation
6 Days Ago
More sensible scan range