branchrust_reboot/main/vinescancel

81 Commits over 151 Days - 0.02cph!

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