2,054 Commits over 4,322 Days - 0.02cph!
Edited mount positions for various chairs
removed old premergeOct 25 anim controller
fixed toolgun offset issues
fixed bandit relaxed idle issues
fixed hand clipping on slot machine
fixed 3p salvaged axe offset
Added Toms CAML textures and materials
merging medical syringe refresh to main
merging salvaged cleaver refresh to main
adjusted inject self sound anim event
fixed offset holstered wooden shields
fixed offset piano sitting mount
fixed offset obsidian knife
fixed offset frontier hatchet holster position
updated faberge egg anims & controller
fixed medieval/abyss/jungle ak holster and backpack positions
Fixed 3p flashbang player offset
fixed 3p skull player offset
updated faberge egg H
- added full rig
- animated excavator
Folder cleanup and final tweaks
- Set projectile to new mesh
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
- Removed duplicate scripts from prefab
- Updated collider
- Set mesh for outline
- Added correct rot to projectile to face forward when thrown
sunken /combat knife updates (now we have orientation model changes from main)
- updated 3p combat anims with new prop orientation
- removed entity offsets
- set to follow r_prop instead of r_hand
- updated holster positions
Saloon kick updates
- Updated player animator with correct anims
- Added anim events
removed offsets from mannequin deployed (was causing model poses to float/be off centre)
re-exported viewmodel LR300 space rig minus arms mesh
fixed issues with sunken and combat knives which are causing issues on the player update
- combat & sunken now match each others orientation
- contain no offsets in the model ( entity still does but will be zeroed on the player update)
- set scale factor of combat world model to 1 (it was set to 1.5) and re-sized actual model correctly
- removed transforms/rotations of models
- re-connected the combat knife in it's entity
- named knife correctly (w_knife instead of knife_w)
- re-adjusted bounds and removed offsets on their .worldmodels
minicopter ik target updates
Hurts my heart but adding an offset to the m15 entity so it fits in the hand and can use the default pistol anim set
updated ballista ik hand positions
merge from main ( kept destination viewmodel prefab conflict changes)
prefab setup (wip) for the uzi