1,814 Commits over 4,079 Days - 0.02cph!
Updated torch vm anims, changes to anim controller
Updated anim events for vm rock attacks
Updated salvage axe attack2 hit anim
Added simplified salvage axe idle, updated blends on controller
Fixed issues with torch 3rd person anims/effects not working properly (player controller)
Added lit torch deploy animation
Fixed torch issues (being in unlit position when lit)
Added skinned male variant head with LODS
Added 1st pass player wounded animation
Updated player wounded anim & .meta
Revised to previous Salvaged axe vm Idle as it has been overwritten
Changed holdtypes to better match salvaged axe / icepick weapons
Updated player wounded fbx
Re-created blend tree for 3rd person torch locomotion as it had been overwritten on the controller
Updated holdtype for wm salvaged icepick
Updated vm hatchet anims & removed left hand visible when running
Updated blends on vm hatchet controller
more updates to vm stone hatchet anims & controller
Added rigged & roughly skinned head2 variant (no blends or lods)
Improved bow aiming (arrow now points to center of screen)
Updates to vm bow anims & controller
Skinned & rigged new head2 variant ready for testing (no lods or blends)
Added head 2 textures & created 1st pass player2 skin material
Added head2 prefab (in case it's needed)
Updated lit torch vm anims to not obstruct your view so much
Added vm stone pickaxe anims & anim events
Added stone pickaxe anim controller
Added stone pickaxe vm prefab
Changes to vm stone pickaxe prefab & vm rig
Changed stone pickaxe vm anims to be a one handed weapon like the hatchet (1st pass)
Updated stone pickaxe materials
Added stone pickaxe anim events, updated wm model
Updated stone pickaxe wm prefab position, changed to be melee, use correct model & lods
Added additional first pass bota bag vm anims
Set up vm bota bag anim controller with new anims & behaviour
Deleted old vm bota bag deploy anim
vm bota bag - made drinking/ emptying/ collecting loopable anims
updated bota vm anims & clips
Updated skinning on head2
Offset starting position of wounded anim so head lands at 0,0
Re-positioned 3rd person salvaged tools
crossbow vm rig, anims, controller, SFX events & vm prefab
Added initial crossbow world model & wm prefab
Changed holdtype & adjusted position of player crossbow prefab
Crossbow - Updated animator, triggers, ironsights & added dryfire. Now works like the pipe shotgun.