userAlex Webstercancel

2,282 Commits over 4,567 Days - 0.02cph!

1 Hour Ago
Uzi: stock always folded when holstered, unfolds on deploy - new w_uzi deploy_stock anim with the stock unfold, hooked up in w_uzi controller - 3p deploy_stock updated to match the viewmodel unfold - Uzi.cs: holstered world model always shows the stock folded (visual only, still in rifle mode) - updated 3p aniims to match correct bolt position, fix out of sync issues
3 Hours Ago
- New AttachmentMountScale component: client-only, resets parented mods to localScale 1 so they inherit the mount's scale - Entity parenting uses worldPositionStays, which counter-scales mods and cancelled or skewed any mount scale in 3p - Added to uzi.entity.prefab flashlight.attachment and barrel mounts, scales tuned for the uzi
2 Days Ago
couple more attachment points zero'd
2 Days Ago
Uzi viewmodel - added shell to top of mag - set up system to hide shell on zero ammo count - added events to show shell on return of new mag during reloads
2 Days Ago
Uzi - charm support and world model Picatinny rail - world model rig re-exported with Picatinny rail, shown only when a sight is attached - charm set up in 1p/3p - supportsAccessories enabled on item - attachment positions adjusted in 3p
2 Days Ago
UZI viewmodel - Add Picatinny rail to rig & updated - set up rail to show when sights are attached - adjusted attachment positions - rail/mag ViewModelRenderers
3 Days Ago
viewmodel updates - tightened up fire anims - edited reload & bolt pulls to avoid clipping when using a scope - added a new deploy with stock so it can be played at correct speed - added sound events - set deploy stock in animator back to 1
3 Days Ago
- scope attachment position update
6 Days Ago
anim update
6 Days Ago
anim updates
7 Days Ago
- viewmodel anim updates - controller updates (no need for sep ADS fire and dryfire with no stock mode) - anim event timing tweaks
8 Days Ago
custom spine offset added
9 Days Ago
Uzi 3p: fix stock deploy after weapon swap + stock swing on holster - player + world controllers fall back to the stock deploy if the stock flag arrives late - world stock deploy holds idle_stock instead of playing the swing - world animator keeps state on disable so holstering doesn't replay the swing
9 Days Ago
merge from main
9 Days Ago
merge from weapon_refresh_nailgun
10 Days Ago
merge from 3p_head_wobble_fixes
10 Days Ago
Uzi: mag drop and shell ejection - Mag drop on world model reloads - Shell ejection in first person and 3p: new eject_shell (viewmodel) and w_eject_pistol_shell (world, on the uzi shell_eject bone) - viewmodel updated, shell eject position + enforceClipWeights on so fire/fire_ADS sharing a blend tree don't spawn two shells per shot
10 Days Ago
viewmodel lasersight/brake attachment placment
10 Days Ago
More Uzi 3p setup - stock and no stock anims for world model and player - w_uzi anim hooked up, now swaps between the stock/ no stock anim sets when rifle mode is is toggled - 3p anims now using a subsystem, not an overrride....so I can use multiple masks (no stock = one handed, left arm stays on locomotion, left hand comes in for the reload, stock out = two handed - removed holdtype controller (not needed now) - Stock deploy / collapse anims play when toggling between the two - 3p anim updates + deploy/collapse stock clips - uzi.entity: ProjectileAnimationSubSystem driven by the StockDeployed flag, HoldType.uzi override removed - Uzi.cs (client only): sets the rifle_mode float on the world model animator from the stock flag. Skipped while the animator is inactive, same approach as CrossbowWeapon/Handcuffs driving their world animators
10 Days Ago
- anims and clips for weapons own anims, inc stock deploy + collapse, reload and fire - initial animator setup for these weapon anims - clip update of 3p idle - avatar setup for world weapon rig
10 Days Ago
3p setup wip - 3p anims - holdtype controller population - holster placement
11 Days Ago
Set create mesh flag and set up viewmodel renderer
12 Days Ago
prefab updates
12 Days Ago
prefab updates
12 Days Ago
Shears balance - files missing from cs:169063 (fixes branch compile error) - new ItemModShearTool on shears.item: 25% more wool than a knife - shears.item: durability 200 (2x the knife) - shears.entity: damage 4 slash + 4 stab (half the knife) - Sheep.cs: applies the shear tool wool bonus, other blades unchanged Added: - Assets/Scripts/Item/ItemDef2/ItemModShearTool.cs (+ .meta)
13 Days Ago
Shears balance - 25% more wool than a knife (12-13 per sheep instead of 10, before Yield gene) via new ItemModShearTool on the shears item - 200% durability of the knife - 50% damage of the knife - accidental hits or using on a lamb hurts the animal less - other blades shear exactly as before - added Shears_TakeMoreWoolThanAKnife test
13 Days Ago
- fixed entity errors - removed old linedk mesh in viewmodel prefab - removed throw and other no used states from viewmodel aniimator - renaming - deleted unneeded v_shears prefab (just a model)
14 Days Ago
merge from main
14 Days Ago
fixed camera anims not working
14 Days Ago
Play eye movement and blinks from the customiser anims - updated blink anims - each clip's mask is the v4RustPlayerMask bones plus l_eye, r_eye, l_eyelid, r_eyelid - UI_CharacterPreview - removes the procedural eye look-at and blink in the preview - PlayerModel.ApplyHeadEyePositions - the preview re-applies each head's eye positions after the animation, to fix eyeballs sinking into skull - self contained eye code changes in the customiser, In-game eye behaviour is unchanged
14 Days Ago
merge from main
15 Days Ago
code clean up
15 Days Ago
merge from main
15 Days Ago
fix for fire anim freezing
16 Days Ago
merge from viewmodel_skinning_update
17 Days Ago
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS
18 Days Ago
viewmodell anim tests + placeholder sounds
21 Days Ago
merge from main
21 Days Ago
Fix 3p grenade throws swinging out to the side when standing still - turn-in-place arm dangle gated on DefaultHoldType, so items moved to anim subsystems (grenades, melee, shield) counted as empty hands and got it - added PlayerModel.HasHeldItemAnimations: hold type, active subsystem on the held entity, or a spent item still finishing its anim - covers throwing your last grenade, where the entity is destroyed mid-throw - dangle now only applies to genuinely empty hands, same as before the subsystem migration
22 Days Ago
salvaged cleaver re-sisze - 3p (worldmodel) re-sized up to match pervious verison before the refresh - scaling removed from .worldmodel (was used to quickly fix being too small) - 3p anims updated with larger grip - pivot changed to base of model (to match previous position + the same 3p anim set if used for multiple weapons using this same pivot convention) - removed hacky offset in .entity to deal with above pivot issue
23 Days Ago
clip timing updates
23 Days Ago
added dryfire wip anims, stock updates, set up animator to correctly choose correct fire and dryfire anims based on state
24 Days Ago
anim setup updates
25 Days Ago
Fixed error spam on ultra-wide screens with the nailgun, paintball gun and bowless crossbow viewmodels. Small rounding errors in the viewmodel sway/bob were snowballing each frame until Unity rejected the rotation. No visual change, just trying for a clean console.
29 Days Ago
wip viewmodel anims, animator updates
30 Days Ago
merge from main
34 Days Ago
removed unused attachment gameobjects from viewmodel prefab
34 Days Ago
final folder clean up - Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
34 Days Ago
- added nailgun mag mesh - added mag drop effect - added events-only clip on a new w_nailgun Animator, no rig needed - set up hide/show mag
35 Days Ago
bug fix for broken rifle orientation when sprinting - Added sprint modifier to the med/jungle/diver ak's