branchrust_reboot/main/bird_flockscancel

16 Commits over 0 Days - Infinitycph!

10 Days Ago
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)
10 Days Ago
add LOD support for the flocks, with a "far mesh" coming in at a certain distance (600m), and with culling as well
10 Days Ago
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
10 Days Ago
switch flock interest from prefab+component to event+manager (with priority) system
12 Days Ago
start on interest points for hovering bird flocks, and fleeing from certain events (WIP)
12 Days Ago
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
12 Days Ago
Added new sounds to both seagull and crow flocks
12 Days Ago
merge from main
13 Days Ago
Updated texture sizes for seagullflock textures
13 Days Ago
merge from main
18 Days Ago
added seagull flock mesh, textures and material. created a seagull flock prefab
21 Days Ago
mesh and model tweaks
21 Days Ago
material updates post shader changes crowflock prefab uses single emitter now
21 Days Ago
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
21 Days Ago
Material fixes Added test flock prefab
21 Days Ago
Crow model/materials