branchrust_reboot/main/Boomerangcancel
133 Commits over 243 Days - 0.02cph!
Much cleaner move towards. Just update and delta time rather than fixed
First pass on client prediction. Going simple to begin with: custom extrapolation
Experimentations with forced drop off at ends as well as 0 scan range and radius
removed old temp hatchet mesh from .entity prefab
Boomerang world model rexport
- Ensure original boomerang item is cached by new thrown boomerang
- When boomerang hits something the boomerang item will be nuked
New system to keep the boomerang in your hotbar whilst its flying. Total buggy mess right now
Added ability to bypass consume on throw
- Double max rotation speed
- Remove unneeded logs
Adding animations to support catching boomerang
Automatically play a gesture when throwing the boomerang (temporarily a wave for now)
-Stop gesture if projectile hits something
- Boomerang can now be caught by the player who threw it in the first place
- Cache creator player
- Hitmaterial now uses collider shared material
- Improved reliabiliy of impact effects happening
- Server projectile version scales damage properly
- Logs
- Play projectile effects even if you only hit the terrain
- Fixed NRE on terrain hit
- Remove unneeded logs
Boomerang now sticks into whatever it hits, creating a pickupable world object like any other projectile
lerp direction changes rather than straight setting
Tweaked boomerang return arc
Fixed look rotation zero error on server projectiles
- Completely deterministic arc generation
- Radius variable
- Manually set projectile velocity (not the best idea)
Try bezier curves rather than fake physics and a dream
Some stop distance thresholding
Got the boomerang doing a little curve a few seconds after throwing
Kill the boomerang properly on hit
Boomerang rotation now based on its speed
Get proper hit material from ray
Fully swapped boomerang over to server projectile.
Restored most of the old functionality.
Update hit animation frame range to remove double swing
Some server projectile virtual methods. Clientside spinning reinstated.
Swapped fully to using a server projectile instead so we can use all of the projectile systems
Spawn at the correct position + rotation
Proper throw setup with eye position validation and racyast before throwing
Fixed boomerang server methods running in the client (only in editor)
Porabola utils Incase I want to use it
Initial crappy curving logic
- save thrown from position
- handle save till return
- setup shared stuff (used for prediction later)
- code cleanup
Adjusted bounding box again
- increased speed
- debug command
- codegen
Impact effects now working on hit. Just search for the nearest bone and use that
More progress towards thrown boomerang generating effects. Correct material is now grabbed