2,020 Commits over 4,294 Days - 0.02cph!
fixed issues with sunken and combat knives which are causing issues on the player update
- combat & sunken now match each others orientation
- contain no offsets in the model ( entity still does but will be zeroed on the player update)
- set scale factor of combat world model to 1 (it was set to 1.5) and re-sized actual model correctly
- removed transforms/rotations of models
- re-connected the combat knife in it's entity
- named knife correctly (w_knife instead of knife_w)
- re-adjusted bounds and removed offsets on their .worldmodels
minicopter ik target updates
Hurts my heart but adding an offset to the m15 entity so it fits in the hand and can use the default pistol anim set
updated ballista ik hand positions
merge from main ( kept destination viewmodel prefab conflict changes)
prefab setup (wip) for the uzi
reduced size of cable heads in the viewmodel
data cable viewmodel setup, model name changes
tweaked guitar inUse position
Drums
- Updated foot ik positions on drumkit
- Updated override controller
Added BatchUpdateV4RustPlayerMask to animation tools menu
- updated v4 RustPlayerMask (to match hierarchy update)
- Batch re-imported entire player anim set to update connection with mask & remove errors
3p paintball gun anims - updated clips with correct settings, re-exported anims with correctly positioned prop bone data
updated cabbage patch dance clip length (had been exported as 1 frame)
edited boogie board anims and set up correctly
set up rubber ring anims correctly
BBQ - updated rigged file with latest mesh, updated prefab
updates to drumkit.deployed for player & stick positioning
Final clean up
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
paintball 3p entity update
- updated position of flashlight/lasersight attachment
Paintball gun updates
- set only lasersight/flashlight as useable attachments
- added viewmodel attachment override and positioned both attachments on model currectly
- Updated worldmodel (scaled up to match existing asset, removed internals from LOD3 & re-positioned to be central to the world)
- Updated world rig with updated model
- Updated bounds in .worldmodel & .entity
- Re-cached textures in .viewmodel (material updates broke this connection)
worldmodel, projectile and entity prefab set up
Initial viewmodel setup
- viewmodel prefab updated
- anim events added
- ironsights re-positioned
- rig (with hands) re-exported
- anims re-exported at origin
final folder cleanup
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
- tweaked holster position
- tweaked lod group settings
- removed uneeded worldmodel prefab
- entity setup
- created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch)
- set .item to use new worldmdodel prefab
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
initial implementaion, viewmodel prefab updates