branchrust_reboot/main/vinescancel
                         
                     
             
         
     
    
        
84 Commits over 182 Days - 0.02cph!
    
    
    
        
        
        
            
            
            
                
                Add more vine spawn points around the top of the tree
Adjust the vine visual length based on how far it has to reach, fixes vines being usable but not looking usable due to the vine not reaching far enough
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding a new field to force a more up to date verison on this branch, merges are getting weird
 
                
                
                
                
                
             
         
        
            
            
            
                
                WIP new logic to pick a better vine spawn point based on averaged angle to destinations
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Add a branch highlight instead of DDraw, disable cylinder on the vine launch point
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update prefab with new model
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Remove unneeded debug logs
 
                
                
                
                
                
             
         
        
            
            
            
                
                - List rewrite
- Added license
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Setup more IK settings in code
- Add missing IK error
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Move FastIK away from Unity update methods
- Setup profiling and our own init and update methods
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement list pooling into FastIK
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fast IK code cleanup + namespace change
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Implement our own fork of FastIK
- Add support for inverting Resolved rotation
- Correctly implement on top of our vines
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update nearby vines when a tree respawns
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert chair.static mount pose
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix vines double spawning when loading
 
                
                
                
                
                
             
         
        
            
            
            
                
                Vine swinging trees no longer immortal
Spawns an immortal stump entity when killed, stump will respawn the tree after 10s (wip obviously)
Will not spawn if a player is in proximity
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Attacking a vine will standing near one of it's destinations will make the vine swing to that destination if it is not at that destination
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a temp interaction icon
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't show the world vine to the person riding that vine in first person
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed vine repositioning incorrectly when swing ends, refactor vine visual out into it's own separate class/hierarchy and move into a budgeted update method
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed vine update performance at scale
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make vine swinging trees immortal
 
                
                
                
                
                
             
         
        
            
            
            
                
                Still broken looking but slightly less broken looking vine visual
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                fixed issues with 3p vine swinging anims
 
                
                
                
                
                
             
         
        
            
            
            
                
                More init refactoring, should support proc gen placement now (in theory)
 
                
                
                
                
                
             
         
        
            
            
            
                
                More save+load work
Fixed swings starting at wrong rotation briefly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed arc calculation getting inverted after loading a save
Vine mountables now save and load
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Hook up 3p anims
Move animation files into vine swinging folder
Change chair.static to use vine swinging anim for easier testing, animations appear broken
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust angle limits
Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available
If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Better vine visual rotation handling, use burst cloth for now
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added the ability to throw a vine - sends the vine to the target destination without mounting it
Vine will now continue to it's destination if the player dismounts it mid swing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rough process for preventing multiple vines from overlapping when parked
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Adjust the ladder trigger setup on the tree
 
                
                
                
                
                
             
         
        
            
            
            
                
                More refactoring, entirely remove the Vine class
Vine mountable now tracks all state once spawned, isn't destroyed on player dismount
Provides much simpler client side vine visual management
 
                
                
                
                
                
             
         
        
            
            
            
                
                Draw debug arrows for vines