2,282 Commits over 4,567 Days - 0.02cph!
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
- 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
couple more attachment points zero'd
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
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
UZI viewmodel
- Add Picatinny rail to rig & updated
- set up rail to show when sights are attached
- adjusted attachment positions
- rail/mag ViewModelRenderers
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
- scope attachment position update
- viewmodel anim updates
- controller updates (no need for sep ADS fire and dryfire with no stock mode)
- anim event timing tweaks
custom spine offset added
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
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