branchrust_reboot/main/jungle_update/vine_integrationcancel
86 Commits over 31 Days - 0.12cph!
Setup a small line of max length vine swings in the test scene
Better client replication of start and end points.
Ensures client is better at esimating progress - think we will just use protobufs instead though
Finish, keep and disable the vine viewmodel connection point stuff for now
Initial implementation of vine viewmodel connection points
Optim: Dont continue to run update client line function if we shouldnt show the vine
Hanging vine point now points towards end desintation again
New vine idle hang down position
- Vine hang point support
- Exposed more protected methods from fake physics rope
- Rename and organisation of vine scripts
Remove some unused variables
Actually make the debug text visible
Lerp the slack instead: way nicer result
Nuke the length calculation from the Protobuf as well
- Don't take progress via RPC try and calculate it instead
- Adjust length parameters to adjust as the player swings
Fixed chair.static mount pose
Increase brightness of swinging vines to make them pop a bit more
server.spawnVineTrees defaults to true
Adjust dismount points to fix some violations when dismounting
Made a kapok tree material with no wind to apply to the vm
Kapok billboard polish / wind setup
Merge from foliage_wind_phase
Kapok tree polish / billboards / folder cleanup
Players are now dismounted if they collide with construction while swinging
NRE fix for MovementSoundTrigger
Remove log in vine swinging stump
Fixed vine trees spawning on railways
Vine swinging trees now take 5-15 minutes to respawn
Fixed stumps missing collider
Added debug.selectLookingAt convar
Increased width of vines to 0.3m (was 0.1m)
Convar to disable vine drawing
Route vine length through protobufs instead (much better results)
More distance calculation bugs
Fix bug causing vines to be incorrect lengths acording to distance
Setup LOD on vine line renderer
Updated kapok mesh and prefab
Added swinging vine texture
Created a viewmodel vine mesh
Fixed vine renderers not spawning on proc gen
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect)
- Auto set rope length in SwingingRope instead
- Fake Physics rope can now manually have its update methods ran
- Vines are now updated in budgeted update like before
Reset the vine position to it's origin when loading a save
Adjust proc gen settings for vine trees
Decrease topology range around tree for more jungle foliage
Vines swings now need to be greater than 7m