2,231 Commits over 4,506 Days - 0.02cph!
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
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)