1,892 Commits over 4,171 Days - 0.02cph!
re-populated entity prefab (would not re-connect), added rotational offsets to match existing position, will most likely conflict when merging with player update entity
re-populated worldmodel prefab (would not re-connect), scale and collider updates
set viewmodel prefab to use bone based animation
set up viewmodel prefab with updated model, re-populated animator and updated anim names
m15 viewmodel fixes
- updated rigged file
- emissive now working
- fixed skinning issues
- removed shaking on ADS Idle
- Ironsights now perfect
fixed issue with metal detector anims
- prefab naming now matches
- removed textures folder and placed textures in materials folder as per other assets
Removed redundant rpg7 ammo model prefabs
boatbuilding platform anim updates
- Added anims and controller for boat building station
- swapped out static for rigged mesh in .deployed
- deleted blockout mesh
pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
set up wire and hose entities, removed duplicate override controller
zero'd transforms in bandage entity
re-populated unarmed player update anims
skinning knife and shovel entity updates (offsets to line up with pose)
set up ak variant entities and masks
updated viewmodels anims, re-designed animator
updates to apple visuals and mat settings on model
Added exit time to damaging attacks
t1 smg world anim update, fixed animator issues
updates to various weapon entity positions
w_hmlmg updates
- re-skinned updated uv'd model & re-exported w_hmlmg_rigged
- set updated rigged model to import mats (as per new workflow)
- set mats on .entity to revert to receive updates
- rebuilt .worldmodel prefab due to existing model used not being linked
added player update anim settings preset