branchrust_reboot/main/zipline_improvementscancel

7 Commits over 0 Days - ∞cph!

Today
Increase max zipline length to 185m (was 175m)
Today
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning Increased the maximum distance a zipline can travel to 175m (was 150) This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release) The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
Yesterday
Merge from main
13 Days Ago
Add a gizmo to ZiplineTargets
13 Days Ago
Added ziplinelaunchpoint.highlight convar, draws an arrow with DDraw for every zipline on the server
14 Days Ago
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
14 Days Ago
Fixed incorrect material on Lod2 of part of the powerline platform ramps Convert some parts of the powerline platform into MeshLOD Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor) Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km