2,822 Commits over 3,897 Days - 0.03cph!
Updated viewmodel rig mesh with Alfies UV update
set no exit time and reduced transition on player controller to reduce delay when going from swimming to DPV 3p anims
attachment updates, icon added, worldmodel prefab fixes
updated viewmodel anims, updated base rig with skinned cylinder
committing texture meta that plastic desires
weapon updates
- set events to use revolver sounds for now
- ironsight updates
- anim updates
- set up ADS anim versions in the viewmodel animator
viewmodel prefab material update
viewmodel burstcloth angular limit tweaks
hc revolver updates:
- rigged worldmodel
- renamed worldmodels with w_ convention
- Added unpacked fbx to .worldmodel and setup
- Set up .entity with correct model
- added 3p override controller
- added rough 3p anims
grabbed latest playeranimation controller from playerRigUpdate branch
updates to player animation controller (walk e & w hooked up wrong, timing speed set back to 1)
sar set to use rifle locomotion anims
spine settings for some entities
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
frontier hatchet updates
- 3p entity set up
- icon set up
- worldmodel set up
- projectile set up
fix for 3p shaky legs when using grenade launcher
vm blunderbuss - set rotate around muzzle value back to 1, fixed clipping issues instead via rotate amount test
blunderbuss worldmodel - fixed issues with collider and outline not working
vm blunderbus
- now loads correct coloured shells
- turning off casting shadows on slug shell
- viewmodel renderer scripts set up
Also created icon & setup
3p blunderbus
- setup sfx and anim events
- player anim updates (removed offset)
- fixed issues stopping world model from animating
blunderbus viewmodel - set up sfx and vfx events (uses db shotgun source)
w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
viewmodel handcuffs - setup viewmodel renderer script
frontier hatchet rig tweaks, initial burstcloth setup
vm frontier hatchet - added bones for beads & tassel
merge from frontier_hatchet/furTrim branch
added 3p idle when downed with cuffs, added to captive override controller
w_handcuffs animator - updated transitions settings
updated vm surrender anim loop & transitions
updated 3p surrender anim loop & transitions
world handcuffs rig update, added scaleUp layer to animator
re-connected camera bone in prefab, set additive arms in aniamtor to 0 by defualt
vm handcuffs - blendshape setup for scaling up cuffs when wearing gloves
handcuffs worldmodel
- added static mesh version
- added worldmodel prefab
- added icon
- all hooked up
Added cuffs specific wounded anim, hooked up in override controller
Motorcar sidecar - updated lod group settings