2,269 Commits over 4,536 Days - 0.02cph!
merge from weapon_refresh_nailgun
merge from 3p_head_wobble_fixes
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
viewmodel lasersight/brake attachment placment
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
- 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
3p setup wip
- 3p anims
- holdtype controller population
- holster placement
Set create mesh flag and set up viewmodel renderer
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)
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
- 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)
fixed camera anims not working
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
fix for fire anim freezing
merge from viewmodel_skinning_update
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS
viewmodell anim tests + placeholder sounds
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
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
added dryfire wip anims, stock updates, set up animator to correctly choose correct fire and dryfire anims based on state
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.
wip viewmodel anims, animator updates
removed unused attachment gameobjects from viewmodel prefab
final folder clean up
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
- 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
bug fix for broken rifle orientation when sprinting
- Added sprint modifier to the med/jungle/diver ak's
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
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
removed unneeded scope attachments from entity prefab
Added sound events to viewmodel reload
set up new worldmodel prefab
fix for cinematic idle prop rotation + sprint idle arm fix
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.
- re-added settings for viewmodel prefab
merge from biofuel branch with stirring idle anim update