branchrust_reboot/main/Powerline_Ziplinecancel

102 Commits over 516 Days - 0.01cph!

10 Months Ago
Add ziplinelaunchpoint.report that prints out the total ziplines and some length information (total and average)
10 Months Ago
Improved animated ease in when mounting a zip line, player rotation should look less awkward
10 Months Ago
Merge from main
10 Months Ago
Subtract 69918, doesn't fully resolve issues
10 Months 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
10 Months Ago
Improved player rotation when travelling on a zipline that goes via another powerline
10 Months Ago
Add an analytic for using ziplines
10 Months Ago
Add a tip to explain holding forward to accelerate
10 Months Ago
Merge from main
10 Months Ago
Handlebar icon
10 Months Ago
zipline sounds
10 Months Ago
Move zipline movement from FixedUpdate to Update, make movement less jerky
10 Months Ago
Add better colliders to crouch planks on platforms
10 Months Ago
Tweak placement logic for standardised platform placement sequence (there will always be two non platforms between platforms)
10 Months Ago
Formatting
10 Months Ago
Remove a log Lower the mid point during line setup raycasts to try and prevent lines getting caught on terrain
10 Months Ago
Don't move player eye position while using first person with arms on the zipline
10 Months Ago
Merge from powerline_zipline/ease_in
10 Months Ago
Increase range of potential ziplines Slightly reduce height of collision sweep while ziplining
10 Months Ago
Merge from main
10 Months 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
10 Months Ago
IK hand tweaks
10 Months Ago
Zipline now takes 3s to get to top speed Slightly increased top speed
10 Months 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
10 Months Ago
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
10 Months Ago
Remove more duplicated powerline scripts
10 Months 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
10 Months Ago
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms Change "Mount" interaction name to "Use Zipline"
10 Months 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
10 Months 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)
10 Months Ago
Reduce collision sweep size to help land on destination platform more safely
10 Months Ago
R/W on collision meshes
10 Months Ago
Add some more line of sight checks to more accurately check for collisions along the line with slack applied
10 Months Ago
Move all monument ziplines out into their own prefab (_ziplines asset next to scene)
10 Months Ago
Slow down the zipline slightly and ensure it moves to the final line point before dismounting
10 Months Ago
Fixed zipline moving too slowly in builds
10 Months Ago
Compile fix
10 Months Ago
Fix some ziplines not generating because they were calculating a dot product of over 1
11 Months Ago
Move platforms to bundled assets for proc gen placement Shift probability of standard pylons down (8 -> 2)
11 Months Ago
Hook up platform B and C variants
11 Months Ago
Use smooth delta time for less jerky zipline movement
11 Months Ago
Fixed playground depth
11 Months Ago
Fixed some guid issues, reapplied prefabs on Playground and craggy
11 Months Ago
Zipline points for trainyard and water treatment plant
11 Months Ago
Add zipline dismount points to supermarket, airfield, arctic research base, launch site, gas station, both harbors, excavator, satellite dish and outpost
11 Months Ago
Rope lod
11 Months Ago
Adjust line termination points with model changes
11 Months Ago
including collison mesh update also a small metal box to two platforms where the cables connect.
11 Months 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
11 Months Ago
Playground test changes