branchrust_reboot/main/parachutecancel
223 Commits over 457 Days - 0.02cph!
WIP switching parachute to operate from the main inventory and not wearable
Render an item considered a backpack (parachute in this case) on the player model if it's in the main inventory container
Adjust canopy colliders to prevent the parachute getting instantly destroyed by deploying the parachute too close to a structure behind the player
Added tips
Unequip the held item when deploing the parachute, re-enable equipping once the starting animation is complete
Improved turning behaviour
Add an item popup when a parachute is repacked
Fixed durability not properly getting assigned on parachute spawn
Adjusting colliders so that the whole canopy now has colliders
Manifest, fixes demo issues
Cache notifies at runtime, no longer need to hook them up to the Wearable component
Added support for clothing to turn off specific meshes if something goes into the back slot
Hooked up on abyss suit as an example, disables oxygen tanks while parachute is equipped
Add new back clothing slot
Update hazmats to allow back pieces to be worn at the same time
Better eye positioning
Animator changes to support deploy animation before transitioning into parachute control anims
Don't process input until deploy animation is finished
Animator changes to support better freefall animations while parachute is equipped
Hook up new animator state
Force changes, much improved handling
Compile fixes, manifest, codegen, test scene
Allow weapons, but can't steer parachute while a weapon is held
Can only deploy parachute if there's 20m of clear space beneath player
Debug switch to bypass the repacking stage for easier testing
Fixes, more movement work
Temp icons, communicates state changes better
Add +jump support to TokenizedPhrase
Added a UI timer to communicate how long it takes to pack up the parachute
First pass on a timed process for packing up the parachute after landing
Initial flow of deploying, landing, restoring to inventory