userAlex Webstercancel

2,236 Commits over 4,536 Days - 0.02cph!

17 Days Ago
merge from machete refresh
17 Days Ago
holster update
17 Days Ago
- Set up subsystem for machete and sword - Deleted HoldType.Machete.overrideController as no longer needed
17 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
17 Days Ago
Re-connected sword anim files (shared with old machete)
17 Days Ago
added viewmodel deploy events
18 Days Ago
Updated projectile,entity and worldmodel with updated model
18 Days Ago
- re-exported viewmodel with correct naming - removed old rig/model links in prefab - model file moves
18 Days Ago
added file
18 Days Ago
- moved files around - deleted refresh folder and duplicate files - updated viewmodel prefab
18 Days Ago
merge from main
19 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.
20 Days Ago
slider test wip
23 Days Ago
- Stripped arm mesh from 148 viewmodel files - Updated 169 viewmodel prefabs + remvoed dead mesh links
23 Days Ago
- fixed missing arms on boatplanner prefab - deleted redundant files - renamed f1 grenade and anims to match v_ convention
24 Days Ago
merge from main
25 Days Ago
Fix for playing 3p sounds x2 on weapons - applied glass ak specifc sounds to 3p weapon instead of base ak - removed reload anim events in lr300 space, added correct space deploy sounds
26 Days Ago
merging 3p arrows not hiding fix
26 Days Ago
Fix for 3p_bow not hiding the arrow mesh on the server
26 Days Ago
Updates to all weapon anim controllers to match convention
30 Days Ago
- Worldmodel set up - Added placeholder sound events to viewmodel anims
30 Days Ago
Merge from main (discarded entity rig update from main)
31 Days Ago
- Set up flamethrower canister drop effect, uses mesh renderer for realistic ground impact
31 Days Ago
Rifle Anim events Update Convert existing per-LOD Hide/Show into HideLods/ShowLods (162612), which is used on the crystal ak. Converts world model magazine/attachment visibility events from four separate Hide/Show calls (one per LOD0-3) to a single HideLods/ShowLods call on LOD0, per the new engine support in 162612. Fixed on all ak rifles, lr300 (and space skin), m16a2, m249, hmlmg, smg & thompson. 17 files updated.
37 Days Ago
Fixed mags not dropping in 3p for abyss ak, ice ak & space lr300
37 Days Ago
further mag drop updates
38 Days Ago
Set up glass mag drop (using mesh renderer instead of particle system)
38 Days Ago
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39 Days Ago
Updated 3p flashlight anims, updates to blending on 3p controller
39 Days Ago
merge from main
40 Days Ago
merged flashlight refresh
40 Days Ago
- updated turn on/off viewmodel anims - set up events for switch sounds in 1p and 3p - edited current 1p and 3p deploy sounds to fit new anims
40 Days Ago
merge from main (conflicts resolved)
40 Days Ago
Changed functionality of flashlight to be like the torch, now r/click to turn on/off (press f removed) - New flashlightWeapon.cs - Updated animator with new states (viewmodel wants_on/is_on/ignite/extinguish/lit_idle) - Added 1st pass anims (wip) - setup different admires based on state - 3p setup - updated 3p states, new child controller & anim for turning on/off - Tool tip updated to reflect changes = BasePlayer-Server.cs (extinguish on sleep/disconnect) - RpcCalls.cs (dispatch table for Ignite/Extinguish)
45 Days Ago
salvaged hammer refresh work - folder cleanup - removed old anims, models, files - updated naming of 3p anims - tweaked sound event timing on 3p anims
45 Days Ago
removed switch on sound event for viewmodel deploy
46 Days Ago
- deleted old anim folder - added bespoke animator for subsystem - set up subsystem and curves for one arm/two arm mask and blends - Updated 3p anims with correct prop rotation - re-zero'd rotations in entity prefab - added anim events for sounds - updated viewmodel animator naming
46 Days Ago
merge from abyss torch updates branch
46 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder - Deleted erroneous vm_flashlight prefab
46 Days Ago
worldmodel and static prefabs updated with new model
46 Days Ago
viewmodel prefab update
58 Days Ago
Added pop cap sounds and hooked up, adjusted 3p throw events
58 Days Ago
Added cap world model (in case we decide to add it to the left hand)
58 Days Ago
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
58 Days Ago
removed animator from .weapon prefab
58 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
58 Days Ago
updated events so flare appears more realistically back in hand in 3p
2 Months Ago
set up events to hide flare when thrown in 3p
2 Months Ago
fixed snapping in 3p hatchet aiming anim
2 Months Ago
- worldmodel, static and projectile prefabs now updated with new model - override controller updated to use throw anim - removed old model from .weapon prefab - removed erroneous worldmodel prefab