branchrust_reboot/main/3p_melee_animsystem_updatescancel
24 Commits over 0 Days - Infinitycph!
Melee anim subsystem: stop the weapon sliding out of the hand when you run
Added Player_RPropOnly.mask and a third playable in MeleeWeaponAnimationSubSystem that drives
r_prop only and never fades with speed, so the arm keeps its run swing but the weapon stays
welded to the hand. Switched on via PropMask on boneclub, candycane, machete,
salvaged sword, combat & sunken knife,
removed 9 further orphaned holdtype controllers no longer needed
removed old unneeded holdtype controllers
Fix fractional reloads not working properly (mini crossbow)
4 grenades set up with anim subsystems, holdtype controllers removed
mask/blend/subsystem improvements for nailgun, syringe, eoka and spraycan
- Ported over child controllers for a bunch of primarily one handed items
- Setup projectile animation sub system for weapons
- Grab animation reload length during bundling
- Medical tool setup
- Global mask support
Add mask support for grenades
- unique subsystems for water pistol and keycard
- deleted holdtypes for them as not needed
- Set up subsystems for megaphone and mobile phone
- Deleted their override controllers ( not needed now)
Applied Ians generic child animator sub system shelf
Added the missing bone array length guard to the skeleton gizmo so stale skeletons no longer spam the console
Set up unique subsystems for
- compass
- detonator
- master key
- deleted their respective holdtyep controllers (no longer needed)
Removed 5 override controllers no longer needeed (using an anim subsystem)
Animator window selector fix
- Player Playable dropdown now resolves override controllers to the controller they sit on instead of throwing an error in game
- 3p subsystem for pipe wrench
- Set up unique 3p subsystem for hammer
Added subsystems to knives and one handed melee weapons
Set all hatchets up with subsystems for better movement in locomotion
merge from machete refresh