branchrust_reboot/main/vinescancel

84 Commits over 182 Days - 0.02cph!

52 Days Ago
Kapok tree update
58 Days Ago
Kapok tree progress
58 Days Ago
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
60 Days Ago
Adding a new field to force a more up to date verison on this branch, merges are getting weird
60 Days Ago
WIP new logic to pick a better vine spawn point based on averaged angle to destinations
60 Days Ago
Hooked up stump mesh
60 Days Ago
Protobuf
60 Days Ago
Merge from main
2 Months Ago
Add a branch highlight instead of DDraw, disable cylinder on the vine launch point
2 Months Ago
Update prefab with new model
2 Months Ago
Kapok tree progress
2 Months Ago
and more
2 Months Ago
Remove unneeded debug logs
2 Months Ago
- List rewrite - Added license
2 Months Ago
- Setup more IK settings in code - Add missing IK error
2 Months Ago
- Move FastIK away from Unity update methods - Setup profiling and our own init and update methods
2 Months Ago
Implement list pooling into FastIK
2 Months Ago
Fast IK code cleanup + namespace change
2 Months Ago
- Implement our own fork of FastIK - Add support for inverting Resolved rotation - Correctly implement on top of our vines
2 Months Ago
main -> vines
2 Months Ago
Update nearby vines when a tree respawns
2 Months Ago
Revert chair.static mount pose
2 Months Ago
Fix vines double spawning when loading
2 Months Ago
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
2 Months Ago
Merge from main
2 Months Ago
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
2 Months Ago
Added a temp interaction icon
2 Months Ago
Don't show the world vine to the person riding that vine in first person
2 Months Ago
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
2 Months Ago
Fixed vine update performance at scale
2 Months Ago
Make vine swinging trees immortal
2 Months Ago
Still broken looking but slightly less broken looking vine visual
2 Months Ago
Merge from main
3 Months Ago
fixed issues with 3p vine swinging anims
3 Months Ago
More init refactoring, should support proc gen placement now (in theory)
3 Months Ago
More save+load work Fixed swings starting at wrong rotation briefly
3 Months Ago
Fixed arc calculation getting inverted after loading a save Vine mountables now save and load
3 Months Ago
Viewmodel setup
3 Months Ago
Scene change
3 Months Ago
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
3 Months Ago
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
3 Months Ago
Unsaved
3 Months Ago
Better vine visual rotation handling, use burst cloth for now
3 Months Ago
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
3 Months Ago
Rough process for preventing multiple vines from overlapping when parked
3 Months Ago
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
3 Months Ago
Merge from main
3 Months Ago
Adjust the ladder trigger setup on the tree
3 Months Ago
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
3 Months Ago
Draw debug arrows for vines