1,907 Commits over 4,202 Days - 0.02cph!
    
    
    
        
        
            
            
            
                
                fixed issues with 3p vine swinging anims
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated rustplayer fbx with new prop positions
re-exported working holdtypes after prop bone skeleton updates
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bow setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_bow anims
- tweaked 3p anims so fingers place correctly on string at rest and when aiming
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rpg setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_launcher anims
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                viewmodel - edited ironsight intro curve & speed (for testing purposes)
 
                
                
                
                
                
             
         
        
            
            
            
                
                viewmodel - set up idle states as blendtrees for ADS support
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed duplicated crossbow files from blowpipe folder
 
                
                
                
                
                
             
         
        
            
            
            
                
                re-set up ADS (base idle will be udpated to be lower & to the side)
 
                
                
                
                
                
             
         
        
            
            
            
                
                - fixed issue with not seeing materials in-game
- re-exported base rig in A pose
- exported with viewmodel arms material, importing embedded material now works
- removed dart meshes from export (already in .viewmodel prefab)
- removed unnecessary v_blowpipe model prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                bee grenade entity updates
- updated holster position
- re-added final lod to fix model culling too early
 
                
                
                
                
                
             
         
        
            
            
            
                
                cached viewmodel renderer scripts ( viewmodel renderer is still turned off until fx can be updated)
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)