2,823 Commits over 3,897 Days - 0.03cph!
Re-assigned bones in viewmodel prefab (to fix invisible man viewmodel)
deleted unused model prefabs
- Viewmodel animation updates
- Added show bullet mesh states to animator
- Reduced rotation sway to fix arm clipping issues
viewmodel - ammo state/ choosing correct reload states
Added worldmodel prefab and icon
player animator update plus idle pose
file naming and organising
Rock - Override controller updated to use v3 anims
re-created v3 anim folder, taking existing .meta & retaining clips, all anims now using v3 avatar
3p anims + updated worldmodel anims
HCR viewmodel anim updates
t1 smg viewmodel updates
- ironsights tweaked
- skinning updates for springs
- idle pose updated
- bolt position poses
- anim length changes to match smg in 1p and 3p
tweaks to the viemodel reload anim based on feedback
increased cull distance on frontier weapons
HCR viewmodel - re-deleted anim events to fix addtional bullets flying out during reload
HCR viewmodel bug fix - fixed ironsight being slightly too high
viewmodel - fixed remaining attachment issues
viewmodel - fixed ironsights being too low
renamed controller and anims to meet naming convention
added hammer anims to controller
added viewmodel hammer anims
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset)
3p entity - updated flashlight attachment position
HCR viewmodel
- Matched fire & ADS fire anims to new repeat fire rate
- Adjusted sound anim events to match new timing
- Set animator to play anim at correct speed (1)
HCR viewmodel - Corrected slightly offset ironsights
HCR viewmodel - removed sway from ADS fire anim
hc revolver - fix for showing too many shells in the reload ( now hides 3p fx when in 1p)
vm hc revolver anim event update
vm hc revolver - tweak to anim event to spawn shells
vm hc revolver
- added toggle gameobject settings to animator (to hide & show shells in cylinder where needed)
- added anim event to spawn shells into the world at end of reload (so they land on the floor)
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
3p entity updates, added anim event and effects
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
re-exported viewmodel mesh fbx to face positive z
initial 3p setup, entity updates
t1 smg
- intial viewmodel base rig and anim clips
- animator
- viewmodel, entity and item prefab
- initial ironsight setup
set up anim event for 3p reload shells ejecting
viewmodel positional anim update
removed uneeded model prefabs
removed camera offset in viewmodel anims, enabled viewmodel renderer
updated 3p anims, updated world model anims
reduced rotate amount in viewmodel