branchrust_reboot/main/4ShotMiniCrossbowcancel
158 Commits over 92 Days - 0.07cph!
- Moved start barrel rotation to the correct time
- Finally fixed the last few artifacts with reload -> idle layer changes
- Fixed angle glitching backwards between each reload step
40% ~ increase on mini crossbow projectile velocity
- Fixed reload animations
- Further polish and refinements to transitions
edited vm minicrossbow reload anims
- Greatly improved the smoothness of swapping between states during reload
- Fixed flip that was happening mid way through
- Cleared up a lot of the artifacting
reordered viewmodel minicrossbow reload anims
Stop fire arrow flames spawning below the player in 3p animations
- Further rotation code changes
- Prevent some animations from looping when they shouldn't be
- Setup new full reload 3p animation
- Ensure straight transition from fire to idle state 3p
Minor entity value changes
- Try a cheaty approach with rotation code in the viewmodel
- Setup a reload end duration to prevent spam right at the end
Ensure idle animation is set to loop time
- Custom delta time to improve code animation smoothness
- Override reload fraction to .95 instead of .90
- Reload fraction server time changes
Fixed bug in clientside fractional reload causing final reload to be scheduling another reload under the hood.
(Was causing client animation problems)
updated 3p and vm minicrossbow reload anims
mini crossbow world model anims updated with a clip of shoot 4 shots in a row and -90 rotation on the barrel
primitive -> 4ShotMiniCrossbow
exported reload anims 20 percent faster for 3p minicrossbow
exported updated vm mini crossbow reload anims
primitive -> 4ShotMiniCrossbow
primitive -> 4ShotMiniCrossbow
Added different animation curve for reload rotation
- manifest - smoothed out the barrel rotation code
- Redone arrowhead display system to be closer to regular crossbow
- Use hashset to store enabled arrow heads
- Move scope attachment point closer to front of barrel to move fov area forward
- Increased default fov
remove deploy animation loop time
- Only allow holo and simple sight to be added to mini crossbow
Prevented shoot sound from firing twice
- Fixed bone arrow being used instead of fire arrow in viewmodel
- Fixed strings wiggling back and forth
Fixed arrowheads appearing on the wrong slots
- Do effect events for deploy and dryfire
- Merge conflicts
- Manifest
primitive -> 4ShotMiniCrossbow
Reintroduce animation curve to shoot rotation (it had reverted to being linear again)
- Added effects to effects folder
- Setup scope attachment points for vm and wm
3rd person fire effect if loaded fire arrows
Fix broken override controller on 3p anims
Properly toggle the rendering of crossbow bolts in the world model so players can see how many bolts others have in their crossbow simply by looking at it
Using fancy bolts with larger arrow heads makes them easier to count
Ensure update arrowheads run on client init
- 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
3p minicrossbow 4 reload end anim set up
3p minicrossbow 4 reload animations set up
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
minicrossbow arrow edit on reload start anim to remove lerping arrow and anim.controller transition tweaks