1,799 Commits over 3,988 Days - 0.02cph!
lr300 holster position updates
updated wip v4 player loadout
set .viewmodel and .entity meshes to 1 scale after model updates
viewmodel - added new base idle (no waving around of fingers that make the jar defy gravity)
3p updates
- added bespoke override controller
- hooked up intial 3p anims (bigger grip and no pull pin action) in controller
- set entity to use new override controller
- scaled up mesh to match viewmodel sizing (1.3)
removed copied model from world model prefab
set up viewmodel renderer - all working now but set to off until final model delivery
initial entity,worldmodel and deployed prefab setup with correct worldmodel
jar scaled up to 1.3, open hands layer set to 1
set all anims to none in Holdtype.None controller
slight shift in torch trans y entity position
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform)
- updated mask meta on anims
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)
bee grenade viewmodel
- setup final model from Alfie
- repostioned for best view
- added additive grip pose and fingers mask to remove clipping
bee grenade viewmodel
- anim updates
- improved transition in animator
- tweaked model position in viewmodel prefab
bee grenade vm
- added new admire
- tweaked throw aim anim
- new animator
- set viewmodel prefab to use new animator
reverting flashbang anim controller change
- added asset folders
- added viewmodel blockout to viewmodel prefab
updates to snackhub viewmodel prefab, animation and animator updates
torch - initial 3p anims and prefab updates
updated 3p ak deploy to remove jitter
base rig fbx, placeholder anims, animator, prefabs
removed walks (doubled up jogs) in player animator for more responsive movement
updated ak entity hold info offset
updated ak47 entity hold info offset
3p sar anim updates (top spine control set to 50 in rot Y)
ak47 entity spine offset added
set inventory anim controller to temporarily use base idle
sar entity update
- positioned inner bolt as it was appearing offset
- unpacked model in prefab
med ak viewmodel
- removed old ak mesh from prefab
- updated attachment positions, adding bepoke where needed
- updated deploy anim to fix bolt snapping issue (also improved finger pose to remove hand intersection)
Med ak
- set dropped mag effect to use base ak mag model (for now to fix an error)
- updated viewmodel mesh, rigged and set up in game, re-linked materials
- world model prefab setup
med ak mag drop model meta update
med ak entity
- setting up anim events & effects for mag drop
- now uses own animator & anims (to call bespoke mag drop anim event)
- name changes to match existing model conventions
- removed unnecessary prefabs
med ak
- rigged worlmodel, brought mag into file
- initial 3p entity setup
sar 3p straight ahead (zero spine rotation) anims
rustplayer avatar update (added spine 4 as upper chest)
ballista weapon anim updates, added ballista mount anims
viewmodel mini crossbow
- reduced dryfire repeat rate
- cleanup, removed uneeded model prefab, renaming
med ak skin WIP
- model skinned & exported
- initial prefabs setup
merge from med ak skin branch
weapon updates
- Ported over ak and sar 3p anims, exported on v4 rig
- prefab setup work
- holster updates
- removed offsets in entities
- created world weapon masks and removed root bone from meta
- holdtype setup
- re-parent entity to prop bone
mini crossbow viewmodel - set up idle/ads idle states in animator
blowpipe viewmodel prefab updates
- set viewmodel mesh to 0.7 in the z ( to make it feel closer to camera)
- set up viewmodel renderers
- set to use viewmodel camera
- removed crossbow mesh from prefab
- removed ironsights script