2,774 Commits over 548 Days - 0.21cph!
- swap to move towards rather than move towards angle
- Play with animation compression
- Patched an animation combiner I found online to work
- Combined reload animations into one clip
- Setup on mini crossbow to use for 3p
Fixed screwed reload wm animation speed
Ensure entity handles arrow head swapping the same as viewmodel
- Worldmodel masks
- Shorten reload to single loop
- Update arrow tip enable list in the worldmodel
Setup some masks for 3rd person animations to ensure they dont fire all the arrows at once
- First pass on multiswap arrow heads
- Disable arrow movement in shoot states and just turn it off when shooting
- Change which arrows are turned on/off in each state
At the end of reloading, play back to idle animation (reload_end)
Some initial balance work (subject to change):
Stats are similar to the bow, but slightly less range
Regular Crossbow is still better overall (more effective long range and fires further)
- Move bolt joints forward
- Setup more masks on idle animations
- Added view model renderers to the new skinned arrows
- FIxed NRE
- Fixed 4th reload animation not working (implemented Jarryd's fix)
- Removed loop time on the all strings drawn strings drawn layered
- Virtual method for reload fraction duration
Removed extra renderer component
Setup LOD Renderers on Worldmodel
- 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
90 degree rotation amount
- Swapped siege tower guide mesh from constructable to proper guide
- Adjusted offsets
- Remove further conflicting bone names
- Setup Model root bone
- Siege tower doors no longer parent sleepers
- Siege tower doors now parents mounted players
Hopefully fix flyhack kicks when jumping on top of the siege tower. Made the parent boxes pretty generous
- Cleaned up layer setup
- Bow strings setup on additive layer again
- Renames
main -> 4ShotMiniCrossbow
Runtime hash set to check for allowed types. This should be done in code gen instead
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory
Moved siege tower drawbridge notifiers to a slightly better position
Removed old towing code left on modular cars
- Changed reload fraction duration to recommended
- Enable loop pose on idle
cargo_docking_fishingvillage_fix -> main
Increased min distance to a better level