branchrust_reboot/main/4ShotMiniCrossbowcancel
101 Commits over 61 Days - 0.07cph!
- Swapped to using correct order reload anims
- Multiswap arrows improvements
- Temporary swap code
- Rewrote crossbow vm attack and reload code from near scratch
- Fixed reloads not working correctly
- New animation controller setup
- Use Viewmodel Camera
Ensured reload to reload step is smooth
- Use next free slot rather than shots left for reloading
- Disable barrel animation for reloading (just now)
- Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
- Bettter reload slots
- Reduced smoothing into reload from idle state to ensure reload event triggers. Backed smoothing into the idle state instead
- Tweaked reload fraction settings
- More logs
Fix broken reload timings
Added Viewmodel Renderers to arm and arrow parts
Remove start and end duration on fractional reload
WIP reload rotation fixes
Sorted most other issues, just left with reload
Fixed admire mask again to ensure state is retained whilst not overriding strings
Same treatment for deploy mask
Ensured idle animation mask includes all hand movements
- Fixed broken masks causing jaggy arrows
- Ensured additive layer behaves itself
- Stopped double start of the reload animation
- Sorted on attack rotation angles (they had messed themselves up)
- Implemented new all strings drawn anim into idle layer
Turn on and off bow string layer weight when reloading, as reload animations handle the bow draw states instead
Fix dodgy masks on idle state
- Setup mask on string layer states
- Adjust some rotation angles
- Cleaned up layer setup
- Bow strings setup on additive layer again
- Renames
main -> 4ShotMiniCrossbow
- Changed reload fraction duration to recommended
- Enable loop pose on idle
- Comment updates
- Fix animations having lower than normal playback speed
- Ensure arrow states are kept in admire
- Ensure each reload state resets the rotation timer (still needs more work)
Don't transition to idle after each fractional reload part
Reduce fractional animation time so the transition to the end state is more apparent
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
- Support seperated arrow meshes from bone
- Modify on/off state depending on shots remaining
main -> 4ShotMiniCrossbow
Further work on handling reload state with arrow persistence
- Properly initiate fractional reload animation set
- Sit for whole length of single reload animation
Fixed Single Reload Finish -> idle transfer
Fixed deploy -> idle time
- Managed to make it rotate without flipping the barrel mid way through
- Major code cleanup: use set of angles instead of figuring them out on the fly
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations
- Ensured anticlockwise works just like clockwise angles
Setup rotation through animation curve
Swap over to using Quaternions instead
Ass rotate implementation. Setup anim events. Moved everything over to a Viewmodel script
main -> 4ShotMiniCrossbow
Major wip:
- Set up fractional reload
- Setup fast reload values (purely wip and testing)
- Setup Mini Crossbow script (sets shots left value)
- Use shots left to blend anims
main -> 4ShotMiniCrossbow
Mini crossbow icon render setup and icon
Mini crossbow:
- Swapped world model to use the viewmodel for just now
- Added multi swap arrow script to support multiple swap arrows in different slots
main -> 4ShotMiniCrossbow
Fix viewmodel errors
Rebuild manifest
Renamed '4 shot mini crossbow' to 'mini crossbow'
Setup crossbow world model
- Setup colliders and alignment
Changed world model to be blockout
- Upped crossbow built in magazine to 4
- Enabled fractional reload
- Manifest