2,914 Commits over 4,018 Days - 0.03cph!
- added camera bone to arms only rig, enabling camera animation to be played during gestures
- setup camera animation on dlc gesture
- edits to 1p and 3p gesture anim length
initial jungle dlc gesture unity setup, also fixed missing slot in gesture collection
viewmodel - Edited end of reload to finish in ADS idle pose (to stop it freaking out if r/click is held prior to it finishing)
remvoved dead frames from tail end of crossbow viewmodel
initial prefab setup and folders for jungle/aztec ak
swapping to using aimingHeld when changing to and from ADS
viewmodel - ADS reloading fix
Made dryfire more responsive
viewmodel fixes for snapping between certain anims (more transitions were needed due to ADS being it's own state
fixed 3p revolver remaining open if weapon is swapped during reload
increased ironsights intro speed
viewmodel animator updates
- ads is now a state outside of the idle allow for a transition and stop snapping (both unloaded and loaded)
- dryfire also goes back directly to ads state if enabled
- cleaned up animator
removed old temp hatchet mesh from .entity prefab
intial setup for f1 grenade and building plan, 2h explosive anim exported added
updated override controllers
set up sound anim events for various weapons
crossbow - fixed arrows not showing in 3p anims
initial spa12 setup (with temp offset in entity)
- added 3p anims inc renaming
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- added temp offset to entity to align (issues with prop data syncing correctly in game, set to follow left prop)
- removed weapon root from mask on w_spas12 anims
updated vertical slice loadout
updated backpack offsets for some weapons
override controller updates
Added more working weapons to v4 loadout + ammo
updated slight model offset in rock entity
fixes for shake from deploy to idle on ak
fixed issues with 3p vine swinging anims
updated rustplayer fbx with new prop positions
re-exported working holdtypes after prop bone skeleton updates
Bow setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_bow anims
- tweaked 3p anims so fingers place correctly on string at rest and when aiming
Rpg setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_launcher anims
viewmodel - edited ironsight intro curve & speed (for testing purposes)
viewmodel - set up idle states as blendtrees for ADS support
removed duplicated crossbow files from blowpipe folder
re-set up ADS (base idle will be udpated to be lower & to the side)
- fixed issue with not seeing materials in-game
- re-exported base rig in A pose
- exported with viewmodel arms material, importing embedded material now works
- removed dart meshes from export (already in .viewmodel prefab)
- removed unnecessary v_blowpipe model prefab
bee grenade entity updates
- updated holster position
- re-added final lod to fix model culling too early
cached viewmodel renderer scripts ( viewmodel renderer is still turned off until fx can be updated)
lr300 holster position updates
updated wip v4 player loadout
set .viewmodel and .entity meshes to 1 scale after model updates
viewmodel - added new base idle (no waving around of fingers that make the jar defy gravity)
3p updates
- added bespoke override controller
- hooked up intial 3p anims (bigger grip and no pull pin action) in controller
- set entity to use new override controller
- scaled up mesh to match viewmodel sizing (1.3)
removed copied model from world model prefab
set up viewmodel renderer - all working now but set to off until final model delivery