2,218 Commits over 4,506 Days - 0.02cph!
melee fixes from 3p_melee_animsystem_updates branch
Melee anim subsystem: stop the weapon sliding out of the hand when you run
Added Player_RPropOnly.mask and a third playable in MeleeWeaponAnimationSubSystem that drives
r_prop only and never fades with speed, so the arm keeps its run swing but the weapon stays
welded to the hand. Switched on via PropMask on boneclub, candycane, machete,
salvaged sword, combat & sunken knife,
- anim updates
- updated left Ik position
- set deployed to one hand ik
- updated generator anims
- added 3p wip anim
- set up generic mount subsystem on stirmount prefab
removed inventory controller, pointed player preview to base player animation controller
merge from machete refresh
merged 3p_melee_animsystem_updates
removed 9 further orphaned holdtype controllers no longer needed
removed old unneeded holdtype controllers
added WIP viewmodel unity camera anim
- set avatar on rig file
- adding wip anims
- added controller with param
4 grenades set up with anim subsystems, holdtype controllers removed
mask/blend/subsystem improvements for nailgun, syringe, eoka and spraycan
- unique subsystems for water pistol and keycard
- deleted holdtypes for them as not needed
- Set up subsystems for megaphone and mobile phone
- Deleted their override controllers ( not needed now)
Applied Ians generic child animator sub system shelf
Added the missing bone array length guard to the skeleton gizmo so stale skeletons no longer spam the console
Set up unique subsystems for
- compass
- detonator
- master key
- deleted their respective holdtyep controllers (no longer needed)
Removed 5 override controllers no longer needeed (using an anim subsystem)
Animator window selector fix
- Player Playable dropdown now resolves override controllers to the controller they sit on instead of throwing an error in game
- 3p subsystem for pipe wrench
- Set up unique 3p subsystem for hammer
Added subsystems to knives and one handed melee weapons
Set all hatchets up with subsystems for better movement in locomotion
merge from machete refresh
- Set up subsystem for machete and sword
- Deleted HoldType.Machete.overrideController as no longer needed
Folder cleanup
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
- Sword references correct files, testing and working
Re-connected sword anim files (shared with old machete)
added viewmodel deploy events
Updated projectile,entity and worldmodel with updated model
- re-exported viewmodel with correct naming
- removed old rig/model links in prefab
- model file moves
- moved files around
- deleted refresh folder and duplicate files
- updated viewmodel prefab
Turn in place: chest-led rotation, 45 degree steps, head IK toggle
player_model.prefab - head Gain 1.6->0.5 / Max 30->9.1, chest Onset
14->0 / Gain 1.0->2.2 / Max 20->28, TurnSpineLowerShare 0.45->0.85: the
chest now carries the aim from the first degree of offset instead of the
head absorbing ~19 degrees first, which is what caused the gun/aim
disparity.
PlayerModel.Turn.cs - turnminstepangle default 90->45: only the 90 clip
was reachable so every commit swung a full 90 regardless of need, and
this also drops the re-commit stability floor from 45 to 22.5.
PlayerModel.Ik.cs - added pm_headik static (default on, no behaviour
change) to disable the head look IK, which proved the head/gun
misalignment and idle/ADS snap come from the IK rather than the
animation export.
DevTurnTuner.cs - on screen Head IK button plus L hotkey so that toggle
is reachable in play without the console.
- Stripped arm mesh from 148 viewmodel files
- Updated 169 viewmodel prefabs + remvoed dead mesh links
- fixed missing arms on boatplanner prefab
- deleted redundant files
- renamed f1 grenade and anims to match v_ convention
Fix for playing 3p sounds x2 on weapons
- applied glass ak specifc sounds to 3p weapon instead of base ak
- removed reload anim events in lr300 space, added correct space deploy sounds
merging 3p arrows not hiding fix