userAlex Webstercancel

2,274 Commits over 4,536 Days - 0.02cph!

33 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.
33 Days Ago
- re-added settings for viewmodel prefab
34 Days Ago
merge from main
34 Days Ago
merge from biofuel branch with stirring idle anim update
34 Days Ago
merge from main
34 Days Ago
stirrer position fix
36 Days Ago
melee fixes from 3p_melee_animsystem_updates branch
36 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,
36 Days Ago
merge from main
37 Days Ago
idle update
37 Days Ago
anim updates
37 Days Ago
- anim updates - updated left Ik position
37 Days Ago
- set deployed to one hand ik - updated generator anims - added 3p wip anim - set up generic mount subsystem on stirmount prefab
38 Days Ago
merge from main
38 Days Ago
removed inventory controller, pointed player preview to base player animation controller
38 Days Ago
anim removals
38 Days Ago
merge from machete refresh
39 Days Ago
anim updates
40 Days Ago
merge from main
40 Days Ago
merged 3p_melee_animsystem_updates
40 Days Ago
removed 9 further orphaned holdtype controllers no longer needed
40 Days Ago
merge from main
40 Days Ago
removed old unneeded holdtype controllers
40 Days Ago
added WIP viewmodel unity camera anim
40 Days Ago
- set avatar on rig file - adding wip anims - added controller with param
41 Days Ago
4 grenades set up with anim subsystems, holdtype controllers removed
41 Days Ago
mask/blend/subsystem improvements for nailgun, syringe, eoka and spraycan
43 Days Ago
- unique subsystems for water pistol and keycard - deleted holdtypes for them as not needed
44 Days Ago
- Set up subsystems for megaphone and mobile phone - Deleted their override controllers ( not needed now)
44 Days Ago
Applied Ians generic child animator sub system shelf
44 Days Ago
Added the missing bone array length guard to the skeleton gizmo so stale skeletons no longer spam the console
44 Days Ago
Set up unique subsystems for - compass - detonator - master key - deleted their respective holdtyep controllers (no longer needed)
44 Days Ago
Removed 5 override controllers no longer needeed (using an anim subsystem)
44 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
44 Days Ago
- 3p subsystem for pipe wrench
44 Days Ago
- Set up unique 3p subsystem for hammer
44 Days Ago
Added subsystems to knives and one handed melee weapons
44 Days Ago
Set all hatchets up with subsystems for better movement in locomotion
44 Days Ago
merge from machete refresh
44 Days Ago
holster update
45 Days Ago
- Set up subsystem for machete and sword - Deleted HoldType.Machete.overrideController as no longer needed
45 Days Ago
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
45 Days Ago
Re-connected sword anim files (shared with old machete)
45 Days Ago
added viewmodel deploy events
45 Days Ago
Updated projectile,entity and worldmodel with updated model
45 Days Ago
- re-exported viewmodel with correct naming - removed old rig/model links in prefab - model file moves
45 Days Ago
added file
45 Days Ago
- moved files around - deleted refresh folder and duplicate files - updated viewmodel prefab
46 Days Ago
merge from main
46 Days Ago
Turn in place: chest-led rotation, 45 degree steps, head IK toggle player_model.prefab - head Gain 1.6->0.5 / Max 30->9.1, chest Onset 14->0 / Gain 1.0->2.2 / Max 20->28, TurnSpineLowerShare 0.45->0.85: the chest now carries the aim from the first degree of offset instead of the head absorbing ~19 degrees first, which is what caused the gun/aim disparity. PlayerModel.Turn.cs - turnminstepangle default 90->45: only the 90 clip was reachable so every commit swung a full 90 regardless of need, and this also drops the re-commit stability floor from 45 to 22.5. PlayerModel.Ik.cs - added pm_headik static (default on, no behaviour change) to disable the head look IK, which proved the head/gun misalignment and idle/ADS snap come from the IK rather than the animation export. DevTurnTuner.cs - on screen Head IK button plus L hotkey so that toggle is reachable in play without the console.