4,112 Commits over 701 Days - 0.24cph!
- 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
Combat Entity compile fixes
Fishing villages wont spawn close to harbor anymore (prevents interactions between the cargo docking and the village)
vendor_event_printout -> main
Ensure Road Bradley Event outputs the correct stuff as well
Ensure Travelling Vendor event prints out the same stuff as prefab events
base_combatentity_code_cleanup -> main
main -> base_combatentity_code_cleanup
cargo_npc_abduction_fix -> main
TriggerParent now does checks to ensure its not parenting shopkeeper or mission provider NPCs
rocket_death_info -> main
Setup death information on patrol helicopter regular and napalm rockets
- 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