Age | Commit message (Collapse) | Author | Files | Lines | |
---|---|---|---|---|---|
2022-09-16 | Add Trigger in lower hallway to hide water below deck | dusoleil | 1 | -1/+1 | |
2022-09-16 | Add Collision Layers/Masks to New Stuff | dusoleil | 1 | -1/+1 | |
2022-09-16 | Merge branch 'ship-development' into mika-pr | dusoleil | 1 | -1/+2 | |
2022-09-15 | Fix bug involving ladder | mikatomik | 1 | -1/+2 | |
Make collision detector on FPS_Controller a bit shorter so that the ladder in the bridge cannot be climbed from the back side of the wall | |||||
2022-09-15 | Fix jumping and ladders | dusoleil | 2 | -1/+3 | |
2022-09-15 | Setup all of the collision layers and masks | dusoleil | 1 | -0/+1 | |
2022-09-15 | add snap to fix the jitters when the boat moves up and down under the player | dusoleil | 1 | -1/+1 | |
2022-09-15 | cleanup whitespace in fps_controller | dusoleil | 1 | -11/+4 | |
2022-09-15 | convert tabs to spaces | dusoleil | 1 | -63/+63 | |
2022-09-15 | Fix bug with ladder mat not showing at runtime | mikatomik | 1 | -1/+1 | |
2022-09-15 | Import ladder and config FPS to climb it | mikatomik | 2 | -12/+36 | |
2022-09-15 | Update FPS controller to play nice with rigid bodies | mikatomik | 1 | -0/+15 | |
Infinite inertia set to false, the handle_collision func is now individually applying impulses to rigid bodies we collide with so we stop yeeting boxes off the ship just by bumping them or jumping on top of them. | |||||
2022-09-15 | Adjust FPS controller height to better fit scale | mikatomik | 1 | -1/+1 | |
2022-09-15 | Import and configure base model for ship | mikatomik | 2 | -3/+4 | |
Basic working model of ship, barebones and placeholder textures | |||||
2022-09-15 | Begin ship development. Blendfiles added | mikatomik | 1 | -1/+13 | |
2022-09-14 | Extend water area to 10km x 10km | Malfurious | 1 | -0/+1 | |
Horizon LOS in water should be typically around 5km, so extend the dimentions of the water to allow 5km in any direction. With regard to the wave shader, we extend the original MeshInstance to 2000x2000 using a reasonable tradeoff of virtex subdivisions. The remainder of the area is covered by another water plane, subdivided to a much lower level of detail. The area at the center of the large 'outer' water plane is subtracted so that the two do not overlap. Co-authored-by: dusoleil <howcansocksbereal@gmail.com> | |||||
2022-09-12 | Set character to react to rigid bodies like static bodies | dusoleil | 1 | -1/+1 | |
2022-09-09 | Implement basic FPS controller | mikatomik | 2 | -0/+78 | |