userAlex Webstercancel

2,240 Commits over 4,536 Days - 0.02cph!

4 Hours Ago
anim setup updates
Today
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.
5 Days Ago
wip viewmodel anims, animator updates
5 Days Ago
merge from main
10 Days Ago
removed unused attachment gameobjects from viewmodel prefab
10 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
10 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
11 Days Ago
bug fix for broken rifle orientation when sprinting - Added sprint modifier to the med/jungle/diver ak's
11 Days Ago
Fix for head swinging on melee weapons when moving - spine IK override is now a 0-1 rather than a bool - stays so it stays at 1 when standing and aiming, fades out with speed. - fix for IK fighting with base locomotion on subsystem melee weapons - tweaked to keep head lead on turns
13 Days Ago
Viewmodel - nails in the mag deplete per shot + follower rises MagazineStateViewmodel - Added optional RoundVisuals, Follower, FollowerRestPosition and FollowerStepPerRound ShowBullet on anim event now shows a full mag during reload
13 Days Ago
removed unneeded scope attachments from entity prefab
13 Days Ago
Added sound events to viewmodel reload
13 Days Ago
set up new worldmodel prefab
13 Days Ago
fix for cinematic idle prop rotation + sprint idle arm fix
13 Days Ago
animator name change
14 Days Ago
remake model renaming
14 Days Ago
updates to 3p setup following merge from main Removed the SprintController from the entity - with the hold type gone its guard never passes, sprint pose stayed at 1 on the right arm and hid everything the anim subsystem was doing. Added an Aiming bool plus IdleAim/AttackAim on the 3p_nailgun_aim clips that were sitting unused in the FBX, one handed to match the rest of the weapon, and pointed the subsystem's AimingParameter at it.
14 Days Ago
- re-added settings for viewmodel prefab
14 Days Ago
merge from main
14 Days Ago
merge from biofuel branch with stirring idle anim update
14 Days Ago
merge from main
14 Days Ago
stirrer position fix
17 Days Ago
melee fixes from 3p_melee_animsystem_updates branch
17 Days Ago
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,
17 Days Ago
merge from main
17 Days Ago
idle update
17 Days Ago
anim updates
17 Days Ago
- anim updates - updated left Ik position
18 Days Ago
- set deployed to one hand ik - updated generator anims - added 3p wip anim - set up generic mount subsystem on stirmount prefab
18 Days Ago
merge from main
19 Days Ago
removed inventory controller, pointed player preview to base player animation controller
19 Days Ago
anim removals
19 Days Ago
merge from machete refresh
20 Days Ago
anim updates
20 Days Ago
merge from main
21 Days Ago
merged 3p_melee_animsystem_updates
21 Days Ago
removed 9 further orphaned holdtype controllers no longer needed
21 Days Ago
merge from main
21 Days Ago
removed old unneeded holdtype controllers
21 Days Ago
added WIP viewmodel unity camera anim
21 Days Ago
- set avatar on rig file - adding wip anims - added controller with param
21 Days Ago
4 grenades set up with anim subsystems, holdtype controllers removed
21 Days Ago
mask/blend/subsystem improvements for nailgun, syringe, eoka and spraycan
24 Days Ago
- unique subsystems for water pistol and keycard - deleted holdtypes for them as not needed
24 Days Ago
- Set up subsystems for megaphone and mobile phone - Deleted their override controllers ( not needed now)
24 Days Ago
Applied Ians generic child animator sub system shelf
24 Days Ago
Added the missing bone array length guard to the skeleton gizmo so stale skeletons no longer spam the console
24 Days Ago
Set up unique subsystems for - compass - detonator - master key - deleted their respective holdtyep controllers (no longer needed)
24 Days Ago
Removed 5 override controllers no longer needeed (using an anim subsystem)
24 Days Ago
Animator window selector fix - Player Playable dropdown now resolves override controllers to the controller they sit on instead of throwing an error in game