branchrust_reboot/main/Powerline_Ziplinecancel

102 Commits over 516 Days - 0.01cph!

2 Years Ago
Add ziplinelaunchpoint.report that prints out the total ziplines and some length information (total and average)
2 Years Ago
Improved animated ease in when mounting a zip line, player rotation should look less awkward
2 Years Ago
Merge from main
2 Years Ago
Subtract 69918, doesn't fully resolve issues
2 Years Ago
Add a new entity at the end of each zipline that renders the last half of the zipline (this will resolve the zipline disappearing when arriving at the end of a very long zipline) Disable this behaviour in demos for backwards compatibility reasons
2 Years Ago
Improved player rotation when travelling on a zipline that goes via another powerline
2 Years Ago
Add an analytic for using ziplines
2 Years Ago
Add a tip to explain holding forward to accelerate
2 Years Ago
Merge from main
2 Years Ago
Handlebar icon
2 Years Ago
zipline sounds
2 Years Ago
Move zipline movement from FixedUpdate to Update, make movement less jerky
2 Years Ago
Add better colliders to crouch planks on platforms
2 Years Ago
Tweak placement logic for standardised platform placement sequence (there will always be two non platforms between platforms)
2 Years Ago
Formatting
2 Years Ago
Remove a log Lower the mid point during line setup raycasts to try and prevent lines getting caught on terrain
2 Years Ago
Don't move player eye position while using first person with arms on the zipline
2 Years Ago
Merge from powerline_zipline/ease_in
2 Years Ago
Increase range of potential ziplines Slightly reduce height of collision sweep while ziplining
2 Years Ago
Merge from main
2 Years Ago
Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform Refactored saving and loading
2 Years Ago
IK hand tweaks
2 Years Ago
Zipline now takes 3s to get to top speed Slightly increased top speed
2 Years Ago
Add PathSequence component for proc gen that allows for limits to be set on how often a prefab can placed in a path Added component to Powerline platforms so that two non-platform pylons have to be placed between each platform
2 Years Ago
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
2 Years Ago
Remove more duplicated powerline scripts
2 Years Ago
made adjustments to levels 3 and 5 and updated collision mesh Added landing pad on level 3 and better visualisation for the duck that's necessary to compensate for the collision on the pylon so it's no longer an invisible wall
2 Years Ago
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms Change "Mount" interaction name to "Use Zipline"
2 Years Ago
Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
2 Years Ago
Add some more termination points to compound Added zipline termination points to all fishing villages (added to scene as nested prefabs in case of merge issues)
2 Years Ago
Reduce collision sweep size to help land on destination platform more safely
2 Years Ago
R/W on collision meshes
2 Years Ago
Add some more line of sight checks to more accurately check for collisions along the line with slack applied
2 Years Ago
Move all monument ziplines out into their own prefab (_ziplines asset next to scene)
2 Years Ago
Slow down the zipline slightly and ensure it moves to the final line point before dismounting
2 Years Ago
Fixed zipline moving too slowly in builds
2 Years Ago
Compile fix
2 Years Ago
Fix some ziplines not generating because they were calculating a dot product of over 1
2 Years Ago
Move platforms to bundled assets for proc gen placement Shift probability of standard pylons down (8 -> 2)
2 Years Ago
Hook up platform B and C variants
2 Years Ago
Use smooth delta time for less jerky zipline movement
2 Years Ago
Fixed playground depth
2 Years Ago
Fixed some guid issues, reapplied prefabs on Playground and craggy
2 Years Ago
Zipline points for trainyard and water treatment plant
2 Years Ago
Add zipline dismount points to supermarket, airfield, arctic research base, launch site, gas station, both harbors, excavator, satellite dish and outpost
2 Years Ago
Rope lod
2 Years Ago
Adjust line termination points with model changes
2 Years Ago
including collison mesh update also a small metal box to two platforms where the cables connect.
2 Years Ago
zipline platform update increased the length of the wirestop to prevent clipping (may need increasing) adjusted top level to enable both sides for zip arrival/exit
2 Years Ago
Playground test changes