branchrust_reboot/main/fishingcancel
102 Commits over 92 Days - 0.05cph!
Added an extra pre cast check to stop fishing if the player is too far away from the edge and reeling the fish in would trigger an obstruction line snap
Adjusting fish bait values
Increased impact bait value has on time to hook (better bait = faster hooks)
Better fish randomisation
Added a fishing vending exchange
Added some extra forgiveness time before the line snaps
Line fixes
Remove an allocation in the line renderer
Fixed line appearing offset when going into debug cam
Reduce crafting requirements for rod
Will no longer catch inanimate objects when using meat or fish as bait
Remove chance modifier based on bait value (min/max values are better tool for this)
Fixed missing fishing rod world model
Fixed players being able to interfere with fishing by swimming near the bobber
Added a convar to show the strain UI
Halved condition loss
Increased the minimum amount of time to wait before a fish bits so they don't bite before the bobber comes to rest
Player can now move while catch success animation is playing
Spawn the bobber a bit higher
Added some help tips when the player fails while fishing
Don't allow aiming until a lure is equipped
Disable DDDraw
Disable fishing UI (for testing)
Fixed being able to cancel a cast while the successful cast animation is playing, caused some weird animation issues
Fix tire calculation working incorrectly, was increasing difficulty incorrectly
Enforce distance checks so the fish doesn't swim too far away while being caught
Fixed an issue where movement wasn't properly cancelled while fishing
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added vertex swim shader materials and updated herring mesh, added fish movemask
Animator state changes
Item renames
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Reduce resources gained from low end fish
Added the option for ItemModSwap components to also give a random additional item from a predefined selection
Added some new high end fish (missing art for now)
Balance tweaks for lure and fish settings
Added small trout world model
Added maximum bait value and depth values to ItemModFishable
More fixes
Fish should be less likely to swim towards land when they are close to being caught
Inanimate objects caught on the line will now be reeled in faster
Fixed catch process not ending if the player sleeps/dies/etc
Turn fish state into an bitmask so the fish can move left and right and away from the player at the same time
Fishing rod no longer marks player as hostile
Don't attempt the cast if we don't think it's a valid position client side
Water surface logic tweaks
Bobber now animates to the water instead of spawning in it
Show bobber while aiming
Can now adjust cast length by aiming up/down
Fixed being able to fish in too shallow water
Fixed being able to fish while swimming
Don't allow the line to be cast until the aim animation has been completed (fixes a bunch of weird animation issues)
Tag the ocean as sea water!
Better bait now increases the chance of getting rare fish
Description updates
Added anchovy, diving fins, water bucket, water bottle as fishable
Removed buoyancy height modifier for moon pools,
63180 fixes this in a better way
Added the ability to not early exit from WaterSystem, allowing us to get the overall water depth at a position even if the Y is above the water
Simplified depth calculations in several locations
Tag fixups and fish randomisation tweaks
Look all fishable item definitions up at runtime, no longer need to add them to the list
Show fishing line during catch success animation, snap end point of line to the fish mouth
Yellow perch viewmodel and world item hookup
Fixed incorrect holster offset for fishing rod
Initial animator hookup (used instrument animator slots for different states)
Reduced chance for fish to pull away during catch process
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Fish can now swim away from player while being caught
Tweaked resistance values
Shake viewmodel when line is strained via code (animator layer is still there, still unused)
Reduced reel in speed