userAlex Webstercancel
branchrust_reboot/main/3p_melee_animsystem_updatescancel

20 Commits over 0 Days - Infinitycph!

12 Days Ago
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,
12 Days Ago
merge from main
16 Days Ago
merge from main
16 Days Ago
removed 9 further orphaned holdtype controllers no longer needed
16 Days Ago
merge from main
16 Days Ago
removed old unneeded holdtype controllers
17 Days Ago
4 grenades set up with anim subsystems, holdtype controllers removed
17 Days Ago
mask/blend/subsystem improvements for nailgun, syringe, eoka and spraycan
19 Days Ago
- unique subsystems for water pistol and keycard - deleted holdtypes for them as not needed
19 Days Ago
- Set up subsystems for megaphone and mobile phone - Deleted their override controllers ( not needed now)
20 Days Ago
Applied Ians generic child animator sub system shelf
20 Days Ago
Added the missing bone array length guard to the skeleton gizmo so stale skeletons no longer spam the console
20 Days Ago
Set up unique subsystems for - compass - detonator - master key - deleted their respective holdtyep controllers (no longer needed)
20 Days Ago
Removed 5 override controllers no longer needeed (using an anim subsystem)
20 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
20 Days Ago
- 3p subsystem for pipe wrench
20 Days Ago
- Set up unique 3p subsystem for hammer
20 Days Ago
Added subsystems to knives and one handed melee weapons
20 Days Ago
Set all hatchets up with subsystems for better movement in locomotion
20 Days Ago
merge from machete refresh