2,068 Commits over 4,353 Days - 0.02cph!
Rpg7 viewmodel
- Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG
- Includes base projectile update script with crosshair options
- Set crosshair to be visible when in ADS
Krieg shotgun viewmodel updates
- Camera shake now matches pump
- Added camere effect to ADS fire
- Only plays the ADS fire if staying in that state
- Blend/transition updates in the animator
Krieg shotgun viewmodel updates
- Deploy into ADS fixed
- Timing of reload exit fixed
- Fire anims match response time, fire rotation speed increased on cylinder
re-populated entity prefab (would not re-connect), added rotational offsets to match existing position, will most likely conflict when merging with player update entity
re-populated worldmodel prefab (would not re-connect), scale and collider updates
set viewmodel prefab to use bone based animation
set up viewmodel prefab with updated model, re-populated animator and updated anim names
m15 viewmodel fixes
- updated rigged file
- emissive now working
- fixed skinning issues
- removed shaking on ADS Idle
- Ironsights now perfect
fixed issue with metal detector anims
- prefab naming now matches
- removed textures folder and placed textures in materials folder as per other assets
Removed redundant rpg7 ammo model prefabs
boatbuilding platform anim updates
- Added anims and controller for boat building station
- swapped out static for rigged mesh in .deployed
- deleted blockout mesh
pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
set up wire and hose entities, removed duplicate override controller
zero'd transforms in bandage entity
re-populated unarmed player update anims
skinning knife and shovel entity updates (offsets to line up with pose)
set up ak variant entities and masks
updated viewmodels anims, re-designed animator
updates to apple visuals and mat settings on model
Added exit time to damaging attacks
t1 smg world anim update, fixed animator issues
updates to various weapon entity positions
w_hmlmg updates
- re-skinned updated uv'd model & re-exported w_hmlmg_rigged
- set updated rigged model to import mats (as per new workflow)
- set mats on .entity to revert to receive updates
- rebuilt .worldmodel prefab due to existing model used not being linked
added player update anim settings preset
mannequin updates
- updated all poses to have same hip height, widened stance
- tweaked spawn point to remove floating feet
- renamed altPose to idlePose
m249 - updated weapon audio timings
spas12
- updated 3p anims to have -50 rot y on top spine control
- set correct custom spine offset rot y on entity
updated timing of world sks reload weapon anim
fix for double audio trigger bug
spas12 viewmodel - added ads anim
Jungle ak viewmodel - fix for ads dryfire
- added beanbag sit mountpose enum
- added player sitting pose
- updated player animator
- set fabric and leather beanbag deployables to use pose
- removed mount position offsets
Added mannequin poses, updated deployed
viewmodel medical syringe - Fixed sound being mistimed when used on wounded player
added dryfire ads anim, anim event & updated animator
l96 - removed anim events from aimed idle to fix sound issues
m39 - removed anim events from aimed idle to fix sound issues, updated anim clip namings
Added xsens avatar and presets