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branchrust_reboot/main/naval_update/cannon_animationscancel

18 Commits over 0 Days - ∞cph!

2 Months Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
2 Months Ago
merge from naval_update
2 Months Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
2 Months Ago
Fix cannon rotation being independent of the boat when turning.
2 Months Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
2 Months Ago
Fix wrong gibs on cannon
2 Months Ago
Implement cannon reloading animations
2 Months Ago
Implement animation handles for code driven player model animations, basically the same as one shots but with a way to control them after they get added to the mixer.
2 Months Ago
Implement one shot in/out blending. Fix input weight on the main animation controller always being set to 0, causing transitions to jitter.
2 Months Ago
Fix player model OnEnable being called before any of the init fields were set.
2 Months Ago
merge from deployable_cannon
2 Months Ago
merge from deployable_cannon
2 Months Ago
Play recoil anim on the mounted player model, push up missing protobuf files
2 Months Ago
Clear one shot layer once the clip is done playing, add a full body mask.
2 Months Ago
Sync mounted player references to clients
2 Months Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
2 Months Ago
Setup new cannon models
2 Months Ago
merge from deployable_cannon