userGarry Newmancancel
branchrust_reboot/main/itemmodscancel

37 Commits over 31 Days - 0.05cph!

9 Years Ago
Leftovers
9 Years Ago
Merged with trunk
9 Years Ago
Hud fixes
9 Years Ago
Show disabled slots as disabled Hud update Weapon gallery Fixed a bunch of broken weapon world models (dropped models) Added barrel bones to those that will use them Fixed muzzle flash positions on some weapons
9 Years Ago
Weapon slot occupation rules
9 Years Ago
Weapon slot occupation rules
9 Years Ago
Manifest
9 Years Ago
more
9 Years Ago
more
9 Years Ago
more
9 Years Ago
more
9 Years Ago
Bow, Cleaver, Crossbow
9 Years Ago
bone knife
9 Years Ago
Boneclub org
9 Years Ago
Bolt org
9 Years Ago
animation clip effect paths
9 Years Ago
Beancan
9 Years Ago
ak47 layout
9 Years Ago
Warnings
9 Years Ago
Weapon organisation
9 Years Ago
Weapon organisation
9 Years Ago
Weapon organisation
9 Years Ago
Weapon organisation
9 Years Ago
Weapon organisation
9 Years Ago
Organised bolt rifle
9 Years Ago
Silencer sound
9 Years Ago
Exposed more weapon stats
9 Years Ago
Fixed realm compile errors Removed cl_children (they're all just children)
9 Years Ago
Cleanup
9 Years Ago
Weapon mods can change some weapon stats
9 Years Ago
Silencer baseline
9 Years Ago
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9 Years Ago
Effects are bundled automatically, labelled automatically Viewmodel animation effects state an effect name only, component defines the folder path
9 Years Ago
Clientside entities are SetActive( true) AFTER loading. This might cause errors in some components that expect Awake/Load to be called before Load'ing - but I think it's more logical for components that want to do stuff dependant on the entity in OnEnable Added BaseMonoBehaviour (MonoBehaviour with some logging stuff) Weapon switching DisableFlag is predicted
9 Years Ago
Very slight progress
9 Years Ago
Fixed objectpool creating unityui mahem on stopping play in the editor
9 Years Ago
Starting item mods