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2,218 Commits over 4,506 Days - 0.02cph!

Yesterday
melee fixes from 3p_melee_animsystem_updates branch
Yesterday
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,
Yesterday
merge from main
Yesterday
idle update
Yesterday
anim updates
Yesterday
- anim updates - updated left Ik position
2 Days Ago
- set deployed to one hand ik - updated generator anims - added 3p wip anim - set up generic mount subsystem on stirmount prefab
3 Days Ago
merge from main
4 Days Ago
removed inventory controller, pointed player preview to base player animation controller
4 Days Ago
anim removals
4 Days Ago
merge from machete refresh
4 Days Ago
anim updates
5 Days Ago
merge from main
6 Days Ago
merged 3p_melee_animsystem_updates
6 Days Ago
removed 9 further orphaned holdtype controllers no longer needed
6 Days Ago
merge from main
6 Days Ago
removed old unneeded holdtype controllers
6 Days Ago
added WIP viewmodel unity camera anim
6 Days Ago
- set avatar on rig file - adding wip anims - added controller with param
6 Days Ago
4 grenades set up with anim subsystems, holdtype controllers removed
6 Days Ago
mask/blend/subsystem improvements for nailgun, syringe, eoka and spraycan
9 Days Ago
- unique subsystems for water pistol and keycard - deleted holdtypes for them as not needed
9 Days Ago
- Set up subsystems for megaphone and mobile phone - Deleted their override controllers ( not needed now)
9 Days Ago
Applied Ians generic child animator sub system shelf
9 Days Ago
Added the missing bone array length guard to the skeleton gizmo so stale skeletons no longer spam the console
9 Days Ago
Set up unique subsystems for - compass - detonator - master key - deleted their respective holdtyep controllers (no longer needed)
9 Days Ago
Removed 5 override controllers no longer needeed (using an anim subsystem)
9 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
9 Days Ago
- 3p subsystem for pipe wrench
9 Days Ago
- Set up unique 3p subsystem for hammer
9 Days Ago
Added subsystems to knives and one handed melee weapons
10 Days Ago
Set all hatchets up with subsystems for better movement in locomotion
10 Days Ago
merge from machete refresh
10 Days Ago
holster update
10 Days Ago
- Set up subsystem for machete and sword - Deleted HoldType.Machete.overrideController as no longer needed
10 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
10 Days Ago
Re-connected sword anim files (shared with old machete)
10 Days Ago
added viewmodel deploy events
11 Days Ago
Updated projectile,entity and worldmodel with updated model
11 Days Ago
- re-exported viewmodel with correct naming - removed old rig/model links in prefab - model file moves
11 Days Ago
added file
11 Days Ago
- moved files around - deleted refresh folder and duplicate files - updated viewmodel prefab
11 Days Ago
merge from main
12 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.
13 Days Ago
slider test wip
16 Days Ago
- Stripped arm mesh from 148 viewmodel files - Updated 169 viewmodel prefabs + remvoed dead mesh links
16 Days Ago
- fixed missing arms on boatplanner prefab - deleted redundant files - renamed f1 grenade and anims to match v_ convention
17 Days Ago
merge from main
18 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
19 Days Ago
merging 3p arrows not hiding fix