Teardown

Teardown

ExoMech
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Update: 31 Jan @ 12:11pm
by Laz

Switched off some debugging options

Update: 31 Jan @ 11:48am
by Laz

The sword actually cuts things.
First person camera is fixed.
Slight aim assist with throwing stuff.
Headlight is off by default.

Major refactoring of how the code works to make it easier to update and create new animations. Variable names are more sensible and some bits are automated.

Push while punching is based on actual contact with the shape. Meaning it's more reliable, easier to adjust and it won't start slowly pushing targets away before making contact.

Grabbing stuff is more reliable and performant as it uses AABB instead of raycasts.

Fixed some bugs. Some examples
-push for some punch types didn't happen (esp on left)
-center of mass was off sometimes moving weirdly

Smoother arm animation for arms
-fixed regular arm shaking while standing still
-a lot more sensible interpolation for arm positions. For example both lower and upper arm rotate to reach target pose at the same time, keyframes are smoothed out so it doesn't stop in between key frames
-holding tools is less 'floppy'
-removed the 2 handed grab as it never worked properly
-holding heavy objects reduces arm speed instead of becoming unstable

Smoother animation for feet
-feet actually collide with the ground after a jump
-stronger legs when landing from a jump so the torso won't hit the ground
-torso remains stable while jumping
-moves slower sideways
-legs 'brace for impact' after a jump
-legs are a bit closer
-it won't be slowly pushed back while attacking but not pressing movement buttons
-step sizing at slower speeds is better
-legs collide when preparing for a jump

Lighter body

Update: 27 Dec, 2024 @ 11:44am
by Laz

Smoother animation, especially when landing after a jump.
There are proper limits on the legs so they don't twist to very weird angles.

Update: 27 Dec, 2024 @ 9:37am
by Laz

Definitely fixed the crashing issue this time.
Confirmed it was caused by a division by which was the default value. This would be unlikely to occur at high framerates.

Update: 25 Dec, 2024 @ 3:09pm
by Laz

Updated model to fit the new player model sitting inside

Little animation improvements
-arms push back less on torso, constrained against other arm segments
-Reduced issues with feet animation, it detects 'discomfort' and will step away from uncomfortable position even if the final step is close, also jumps a bit less high to reduce issues with landing animation.

Startup time adjusted so you can see the canopy closing, and it's based on dt rather than counting frames now

Fixed follow cam

Update: 25 Dec, 2024 @ 8:02am
by Laz

Minor update for the previous one, fully removed references to old functions no longer used

Update: 25 Dec, 2024 @ 5:52am
by Laz

Actually fixed the bug whereby there would be a blank screen when spawning in multiple mechs and entering one of them.

Update: 4 Aug, 2024 @ 1:35pm
by Laz

Bug fix for the broken camera.

Some change in the game broke the existing camera controls. Fortunately the broken part was only used for a follow camera for thrown objects, which I assume is not the most important, so I just disabled it.

Update: 21 Dec, 2023 @ 1:00pm
by Laz

Controller support

Update: 22 Aug, 2023 @ 12:24pm

removed "random numbers when picking up weapons". (DebugPrint was left in by mistake after the prior change)