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8fc4425fc7
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static enemy position
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2024-12-21 14:29:26 -05:00 |
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abd223a623
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slash tip pos frame circle buffer
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2024-12-21 14:24:30 -05:00 |
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52c617713c
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shoulder sheathe debug
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2024-12-21 14:15:19 -05:00 |
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1cea072440
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hand rig debug visuals
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2024-12-21 14:03:08 -05:00 |
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35425b7a16
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sholder sheathe system
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2024-12-21 14:02:34 -05:00 |
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7f466ffe4b
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handed arrays for sheathes and holding statuses
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2024-12-21 14:01:16 -05:00 |
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bc035a329d
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shelve con tracking gating
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2024-12-21 14:00:00 -05:00 |
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0b5e6ee9da
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handed arrays of input data
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2024-12-21 13:59:00 -05:00 |
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9d97b091e7
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pool around a small gravel island for player
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2024-12-21 10:01:05 -05:00 |
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cced05ae0e
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less falling leaves chance
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2024-12-21 10:00:28 -05:00 |
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4ae3e435bd
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draw cluster of leafs at top of bamboo using noise offstep
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2024-12-21 09:48:30 -05:00 |
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b5cae879a6
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pos to point var rename for bezier
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2024-12-21 09:47:57 -05:00 |
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b7d508b7a0
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random leaf spawn at bamboo tip
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2024-12-21 09:47:13 -05:00 |
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c434d7f866
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arrange bamboo around center
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2024-12-21 09:46:50 -05:00 |
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724bc153be
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hacky offset stepper for noise
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2024-12-21 09:46:05 -05:00 |
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04c35d6107
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render ripples particle system
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2024-12-21 09:45:22 -05:00 |
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25faa58e35
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render leafs particle system
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2024-12-21 09:45:03 -05:00 |
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adcf0960b6
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update data ref on render generic ps
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2024-12-21 09:44:46 -05:00 |
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232edb1b41
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continuos particle flow on slash hit test
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2024-12-21 09:43:57 -05:00 |
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3a81917a24
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render gray ground circle
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2024-12-21 09:42:03 -05:00 |
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064f5c3254
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absolute file path for font due to sk version downgrade
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2024-12-21 09:41:38 -05:00 |
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b0414df2d1
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additive mat
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2024-12-21 09:39:58 -05:00 |
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d15cb8e093
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ripples frame system
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2024-12-21 09:39:26 -05:00 |
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ebef28435b
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leafs frame system
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2024-12-21 09:39:20 -05:00 |
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21f619b607
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ripple spawn particle system function
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2024-12-21 09:38:41 -05:00 |
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25829de17b
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leaf spawn particle system function
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2024-12-21 09:38:32 -05:00 |
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784364e23d
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update data ref for generic particle system
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2024-12-21 09:37:58 -05:00 |
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22d7a22fd1
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init leafs and ripples particle systems alongside generic
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2024-12-21 09:37:16 -05:00 |
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c87a7ab183
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particle color
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2024-12-21 09:36:33 -05:00 |
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12ae8adca6
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delta bool particle state
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2024-12-21 09:36:15 -05:00 |
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705614909b
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particle system abstraction to support multiple particle systems
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2024-12-21 09:35:48 -05:00 |
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82eefebb7c
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render the world back a bit in sim
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2024-12-21 09:34:37 -05:00 |
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c9889b50d2
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swap out sim conditional check
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2024-12-21 09:33:55 -05:00 |
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c46be74112
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toggle flatscreen
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2024-12-21 09:32:21 -05:00 |
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cf12207557
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leaf, ripple and circle mesh
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2024-12-21 09:32:05 -05:00 |
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6e82ae9955
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downgrade stereokit version to get around dri2 display error
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2024-12-21 09:31:43 -05:00 |
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4992a39ba0
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slash hit detection
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2024-12-19 06:16:12 -05:00 |
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dd28bb598d
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embedded blades notes
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2024-12-19 06:15:53 -05:00 |
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de6f05f382
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bamboo shoots bg
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2024-12-19 04:35:45 -05:00 |
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2541a6d96c
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noise rng maths
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2024-12-19 04:08:11 -05:00 |
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de8a2dbe09
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setup sim slash test
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2024-12-18 11:36:13 -05:00 |
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f4cad7dc6c
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diagonal enemy orbit test
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2024-12-18 11:29:52 -05:00 |
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d92c767cf4
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particle tuning
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2024-12-18 09:12:34 -05:00 |
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7a4085e335
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4 swords design notes
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2024-12-18 08:49:30 -05:00 |
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56a91c5d74
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design meeting notes
|
2024-12-17 05:24:13 -05:00 |
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f1a9a9b75e
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z axis collider offsets for directional queues
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2024-12-17 05:23:27 -05:00 |
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8113b3c567
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nearest raycast hit across enemy cols
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2024-12-16 07:15:31 -05:00 |
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bc79d08bbd
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convert revolver shot to ray data type
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2024-12-16 07:12:44 -05:00 |
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e1e15a7119
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render sphere colliders on enemy_test
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2024-12-16 07:08:14 -05:00 |
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3c97e9eadc
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spin and shift enemy test around
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2024-12-16 07:07:51 -05:00 |
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