userAlex Webstercancel

2,196 Commits over 4,506 Days - 0.02cph!

Yesterday
- unique subsystems for water pistol and keycard - deleted holdtypes for them as not needed
Yesterday
- Set up subsystems for megaphone and mobile phone - Deleted their override controllers ( not needed now)
Yesterday
Applied Ians generic child animator sub system shelf
Yesterday
Added the missing bone array length guard to the skeleton gizmo so stale skeletons no longer spam the console
Yesterday
Set up unique subsystems for - compass - detonator - master key - deleted their respective holdtyep controllers (no longer needed)
Yesterday
Removed 5 override controllers no longer needeed (using an anim subsystem)
Yesterday
Animator window selector fix - Player Playable dropdown now resolves override controllers to the controller they sit on instead of throwing an error in game
Yesterday
- 3p subsystem for pipe wrench
Yesterday
- Set up unique 3p subsystem for hammer
2 Days Ago
Added subsystems to knives and one handed melee weapons
2 Days Ago
Set all hatchets up with subsystems for better movement in locomotion
2 Days Ago
holster update
2 Days Ago
- Set up subsystem for machete and sword - Deleted HoldType.Machete.overrideController as no longer needed
3 Days Ago
Folder cleanup - Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder - Sword references correct files, testing and working
3 Days Ago
Re-connected sword anim files (shared with old machete)
3 Days Ago
added viewmodel deploy events
3 Days Ago
Updated projectile,entity and worldmodel with updated model
3 Days Ago
- re-exported viewmodel with correct naming - removed old rig/model links in prefab - model file moves
3 Days Ago
added file
3 Days Ago
- moved files around - deleted refresh folder and duplicate files - updated viewmodel prefab
4 Days Ago
merge from main
4 Days Ago
Turn in place: chest-led rotation, 45 degree steps, head IK toggle player_model.prefab - head Gain 1.6->0.5 / Max 30->9.1, chest Onset 14->0 / Gain 1.0->2.2 / Max 20->28, TurnSpineLowerShare 0.45->0.85: the chest now carries the aim from the first degree of offset instead of the head absorbing ~19 degrees first, which is what caused the gun/aim disparity. PlayerModel.Turn.cs - turnminstepangle default 90->45: only the 90 clip was reachable so every commit swung a full 90 regardless of need, and this also drops the re-commit stability floor from 45 to 22.5. PlayerModel.Ik.cs - added pm_headik static (default on, no behaviour change) to disable the head look IK, which proved the head/gun misalignment and idle/ADS snap come from the IK rather than the animation export. DevTurnTuner.cs - on screen Head IK button plus L hotkey so that toggle is reachable in play without the console.
5 Days Ago
slider test wip
8 Days Ago
- Stripped arm mesh from 148 viewmodel files - Updated 169 viewmodel prefabs + remvoed dead mesh links
9 Days Ago
- fixed missing arms on boatplanner prefab - deleted redundant files - renamed f1 grenade and anims to match v_ convention
10 Days Ago
merge from main
10 Days Ago
Fix for playing 3p sounds x2 on weapons - applied glass ak specifc sounds to 3p weapon instead of base ak - removed reload anim events in lr300 space, added correct space deploy sounds
11 Days Ago
merging 3p arrows not hiding fix
12 Days Ago
Fix for 3p_bow not hiding the arrow mesh on the server
12 Days Ago
Updates to all weapon anim controllers to match convention
15 Days Ago
- Worldmodel set up - Added placeholder sound events to viewmodel anims
15 Days Ago
Merge from main (discarded entity rig update from main)
16 Days Ago
- Set up flamethrower canister drop effect, uses mesh renderer for realistic ground impact
16 Days Ago
Rifle Anim events Update Convert existing per-LOD Hide/Show into HideLods/ShowLods (162612), which is used on the crystal ak. Converts world model magazine/attachment visibility events from four separate Hide/Show calls (one per LOD0-3) to a single HideLods/ShowLods call on LOD0, per the new engine support in 162612. Fixed on all ak rifles, lr300 (and space skin), m16a2, m249, hmlmg, smg & thompson. 17 files updated.
22 Days Ago
Fixed mags not dropping in 3p for abyss ak, ice ak & space lr300
23 Days Ago
further mag drop updates
23 Days Ago
Set up glass mag drop (using mesh renderer instead of particle system)
23 Days Ago
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25 Days Ago
Updated 3p flashlight anims, updates to blending on 3p controller
25 Days Ago
merge from main
25 Days Ago
merged flashlight refresh
25 Days Ago
- updated turn on/off viewmodel anims - set up events for switch sounds in 1p and 3p - edited current 1p and 3p deploy sounds to fit new anims
26 Days Ago
merge from main (conflicts resolved)
26 Days Ago
Changed functionality of flashlight to be like the torch, now r/click to turn on/off (press f removed) - New flashlightWeapon.cs - Updated animator with new states (viewmodel wants_on/is_on/ignite/extinguish/lit_idle) - Added 1st pass anims (wip) - setup different admires based on state - 3p setup - updated 3p states, new child controller & anim for turning on/off - Tool tip updated to reflect changes = BasePlayer-Server.cs (extinguish on sleep/disconnect) - RpcCalls.cs (dispatch table for Ignite/Extinguish)
30 Days Ago
salvaged hammer refresh work - folder cleanup - removed old anims, models, files - updated naming of 3p anims - tweaked sound event timing on 3p anims
30 Days Ago
removed switch on sound event for viewmodel deploy
31 Days Ago
- deleted old anim folder - added bespoke animator for subsystem - set up subsystem and curves for one arm/two arm mask and blends - Updated 3p anims with correct prop rotation - re-zero'd rotations in entity prefab - added anim events for sounds - updated viewmodel animator naming
31 Days Ago
merge from abyss torch updates branch
31 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder - Deleted erroneous vm_flashlight prefab
31 Days Ago
worldmodel and static prefabs updated with new model