branchrust_reboot/main/Powerline_Ziplinecancel

63 Commits over 31 Days - 0.08cph!

4 Years Ago
Better handling if the player can't mount the zipline for some reason Added some debug visualisation to ZiplineLaunchPoint to help valid placement
4 Years Ago
Actually fix right hand IK
4 Years Ago
Fixed incorrect initial handle rotation IK tweaks
4 Years Ago
Ladder lods Barrel prefab on bottom level
4 Years Ago
Fixed more zipline lod settings
4 Years Ago
Adjust hand ik positions Add editor hold in place toggle on zipline mountable to lock the zipline in place for animation tweaking Adjust tarp lod
4 Years Ago
zipline player anim updates
4 Years Ago
Zipline mounts now save Increased the radius of the trace to reduce chance of lines being set up too close to solid objects
4 Years Ago
Add PrefabParameters to powerline platform
4 Years Ago
Hooked up new mounted pose with a blend tree for forward movement Positioned hand IK Increased slack amount Codegen
4 Years Ago
Refactor zipline generation around new ZiplineLaunchPoint component Allows simple placement of zipline starting points that will automatically find the closest appropriate ZiplineTarget and create a zipline in PostMapEntitySpawn Ziplines no longer save and are recreated on server restart Powerline platforms are no longer entities, each prefab now has 2 launch points and 2 target points that will automatically connect or self destruct if it's not possible
4 Years Ago
Merge from main
4 Years Ago
Refactor/simplify zipline serialisation and hookup process to accommodate monument connections Added a monumentZiplineDismountPoint prefab that will automatically connect to a nearby valid zipline (added to gas station for testing)