userAlex Webstercancel
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1,581 Commits over 3,714 Days - 0.02cph!

7 Days Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
7 Days Ago
merge from main
9 Days Ago
frontier hatchet updates - 3p entity set up - icon set up - worldmodel set up - projectile set up
15 Days Ago
fix for 3p shaky legs when using grenade launcher
16 Days Ago
vm blunderbuss - set rotate around muzzle value back to 1, fixed clipping issues instead via rotate amount test
17 Days Ago
swaymuzzle tweaks
17 Days Ago
3p mask updates
17 Days Ago
prefab updates
18 Days Ago
final bit of renaming
18 Days Ago
more renaming
18 Days Ago
file renaming
22 Days Ago
blunderbuss worldmodel - fixed issues with collider and outline not working
23 Days Ago
vm blunderbus - now loads correct coloured shells - turning off casting shadows on slug shell - viewmodel renderer scripts set up Also created icon & setup
23 Days Ago
3p blunderbus - setup sfx and anim events - player anim updates (removed offset) - fixed issues stopping world model from animating
23 Days Ago
blunderbus viewmodel - set up sfx and vfx events (uses db shotgun source)
24 Days Ago
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
25 Days Ago
merge from main
25 Days Ago
viewmodel handcuffs - setup viewmodel renderer script
25 Days Ago
frontier hatchet rig tweaks, initial burstcloth setup
29 Days Ago
vm frontier hatchet - added bones for beads & tassel
29 Days Ago
merge from main
29 Days Ago
merge from frontier_hatchet/furTrim branch
30 Days Ago
added 3p idle when downed with cuffs, added to captive override controller
30 Days Ago
w_handcuffs animator - updated transitions settings
30 Days Ago
updated vm surrender anim loop & transitions
30 Days Ago
updated 3p surrender anim loop & transitions
31 Days Ago
world handcuffs rig update, added scaleUp layer to animator
32 Days Ago
re-connected camera bone in prefab, set additive arms in aniamtor to 0 by defualt
32 Days Ago
updated export
32 Days Ago
vm handcuffs - blendshape setup for scaling up cuffs when wearing gloves
35 Days Ago
handcuffs worldmodel - added static mesh version - added worldmodel prefab - added icon - all hooked up
35 Days Ago
Added cuffs specific wounded anim, hooked up in override controller
37 Days Ago
Motorcar sidecar - updated lod group settings
37 Days Ago
Motorbike - updated ik positions on hands & legs - tweaked mount position to avoid mesh clipping & Ik locking out issues
40 Days Ago
Updated rig so wheels rotate in the z axis
42 Days Ago
trike: - rigged up - added wheel/cog anim - added animator & move param - updated prefab to use new animator
43 Days Ago
Motorbike: - rig updates - 1st skin pass + lods - Set up gauge, fuel and mph dials & anims - Prefab updates
46 Days Ago
vm handcuffs - added hit anim - udpated animator - added anim events to attacks - organised folder - added effects folder & effects for events
46 Days Ago
updated vm handuffs animator to work with baseMelee setup
46 Days Ago
fix for 3p captive struggle anim not working
2 Months Ago
naming updates
2 Months Ago
3p cuffs - 3p anim exports, also added an overirde controller for kidnapper state
2 Months Ago
world cuffs setup - Added poses for open & closed, as well as 'locked' bool to traverse between states
2 Months Ago
3p handcuffs updates: - rigged world model, added poses - added worldmodel animator - setup entity with cuffs model - added 1st pass 3p anims
2 Months Ago
handcuffs 3p setup - added initial anims, created override controller, set entity to use
2 Months Ago
vm handcuffs - anims, added states, trigger & bools to animator,
2 Months Ago
vm handcuffs: - added vm rig base file - added anims and animator - added viewmodel prefab - set entity to use new vm prefab - renamed models to match conventions
3 Months Ago
vm sks - added walk state & forward param to anim controller
3 Months Ago
vm sks - fix for long ironsight lerp when sprinting
3 Months Ago
vm sks movement tests - added mask for bolt - updated anims (landing, sprinting) - stopped camera bone inheriting transforms - removed camera offset in prefab - set head bob run to 0 for improved sprinting - added conditions in animator to return to idle faster if landing and in ironsight