branchrust_reboot/main/bird_flockscancel
16 Commits over 0 Days - Infinitycph!
set to highest network range, so you can see them up in the sky far away
(culling still mitigates most of the client cost dw)
add LOD support for the flocks, with a "far mesh" coming in at a certain distance (600m), and with culling as well
add populations
- set to approx 4 of each type (crows, seagulls) in a 3k map
- low pop set bc they can't be shot down, and will roam long distances, everyone should see one eventually
switch flock interest from prefab+component to event+manager (with priority) system
start on interest points for hovering bird flocks, and fleeing from certain events (WIP)
first pass on reactive BirdFlocks
- fly around in swarms with code similar to crabs and jellyfish
- avoid obstacles and players
- boid movement patterns
- slightly more realistic flapping, with less flapping when angling down and more when climbing
Added new sounds to both seagull and crow flocks
Updated texture sizes for seagullflock textures
added seagull flock mesh, textures and material. created a seagull flock prefab
material updates post shader changes
crowflock prefab uses single emitter now
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
Material fixes
Added test flock prefab