branchrust_reboot/main/vinescancel

84 Commits over 182 Days - 0.02cph!

11 Months Ago
Kapok tree update
12 Months Ago
Kapok tree progress
12 Months 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
12 Months Ago
Adding a new field to force a more up to date verison on this branch, merges are getting weird
12 Months Ago
WIP new logic to pick a better vine spawn point based on averaged angle to destinations
12 Months Ago
Hooked up stump mesh
12 Months Ago
Protobuf
12 Months Ago
Merge from main
12 Months Ago
Add a branch highlight instead of DDraw, disable cylinder on the vine launch point
12 Months Ago
Update prefab with new model
12 Months Ago
Kapok tree progress
12 Months Ago
and more
12 Months Ago
Remove unneeded debug logs
12 Months Ago
- List rewrite - Added license
12 Months Ago
- Setup more IK settings in code - Add missing IK error
12 Months Ago
- Move FastIK away from Unity update methods - Setup profiling and our own init and update methods
12 Months Ago
Implement list pooling into FastIK
12 Months Ago
Fast IK code cleanup + namespace change
12 Months Ago
- Implement our own fork of FastIK - Add support for inverting Resolved rotation - Correctly implement on top of our vines
12 Months Ago
main -> vines
12 Months Ago
Update nearby vines when a tree respawns
12 Months Ago
Revert chair.static mount pose
12 Months Ago
Fix vines double spawning when loading
12 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
12 Months Ago
Merge from main
12 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
12 Months Ago
Added a temp interaction icon
12 Months Ago
Don't show the world vine to the person riding that vine in first person
12 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
1 Year Ago
Fixed vine update performance at scale
1 Year Ago
Make vine swinging trees immortal
1 Year Ago
Still broken looking but slightly less broken looking vine visual
1 Year Ago
Merge from main
1 Year Ago
fixed issues with 3p vine swinging anims
1 Year Ago
More init refactoring, should support proc gen placement now (in theory)
1 Year Ago
More save+load work Fixed swings starting at wrong rotation briefly
1 Year Ago
Fixed arc calculation getting inverted after loading a save Vine mountables now save and load
1 Year Ago
Viewmodel setup
1 Year Ago
Scene change
1 Year 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
1 Year 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
1 Year Ago
Unsaved
1 Year Ago
Better vine visual rotation handling, use burst cloth for now
1 Year 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
1 Year Ago
Rough process for preventing multiple vines from overlapping when parked
1 Year Ago
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
1 Year Ago
Merge from main
1 Year Ago
Adjust the ladder trigger setup on the tree
1 Year 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
1 Year Ago
Draw debug arrows for vines