branchrust_reboot/main/BlunderBustercancel

90 Commits over 184 Days - 0.02cph!

10 Months Ago
exported updated blunderbus 3p reload anim to match the viewmodel
10 Months Ago
edited blunderbus reload animation. the hammers now get cocked back.
10 Months Ago
viewmodel - fixed remaining attachment issues
10 Months Ago
viewmodel - fixed ironsights being too low
10 Months Ago
renamed controller and anims to meet naming convention
10 Months Ago
added hammer anims to controller
10 Months Ago
added viewmodel hammer anims
10 Months Ago
Switch to a blend tree
10 Months Ago
Added support for multiple IViewmodelComponents on a single viewmodel Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
10 Months Ago
Merge from world_update_2
10 Months Ago
add a little spice to the blunderbuss gunshot
10 Months Ago
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset) 3p entity - updated flashlight attachment position
10 Months Ago
3rd person reloads with ammo type variants.
10 Months Ago
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
10 Months Ago
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11 Months Ago
This file was supposed to be on this branch.
11 Months Ago
Fixed timings on reload animation FX call. Iterated on FX.
11 Months Ago
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
11 Months Ago
Ammo model texture setting pass. Optimized texel sizes down to be more consistent with the weapons.
11 Months Ago
Optimized some texture settings. Reload FX. Moved port coords for reload FX.
11 Months Ago
Missing file
11 Months Ago
11 Months Ago
Tweaks for new IK script.
11 Months Ago
Fixed missing capitalisation on item name
11 Months Ago
Added a new Particle system Ik fix using a new component - ParticleSystemPostIK Instead of manually repositioning each particle in a job like the old system, this just runs Simulate in a LateUpdate after the IK pass so we preserve all the behaviour of the particle system Requires Particle Systems to have Play On Awake turned off, so this won't work for systems that need to be toggled on and off
11 Months Ago
Final prefab (code fix pending)
11 Months Ago
Final'ish attack prefab, but IK script is still screwing it.
11 Months Ago
Fixes
11 Months Ago
Attack FX
11 Months Ago
Remove changes introduced in vm_rotate_around_modifier, no longer needed
11 Months Ago
Merge from main
11 Months Ago
12 Months Ago
blunderbuss viewmodel anim sounds
1 Year Ago
vm blunderbuss - set rotate around muzzle value back to 1, fixed clipping issues instead via rotate amount test
1 Year Ago
Remove unused field
1 Year Ago
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
1 Year Ago
Merge from vm_rotate_around_modifier (includes changes from main)
1 Year Ago
swaymuzzle tweaks
1 Year Ago
edited blunderbus 3p aim anim so the gun is held correctly
1 Year Ago
3p mask updates
1 Year Ago
viewmodel blunderbus reload anim edited so the shoulder does not clip into view
1 Year Ago
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
1 Year Ago
prefab updates
1 Year Ago
final bit of renaming
1 Year Ago
more renaming
1 Year Ago
file renaming
1 Year Ago
exported blunderbus viewmodel anims with edited idle pose so the shoulder does not clip with rapid camera movements
1 Year Ago
Reload animation shows the correct shell being loaded via events rather than in an update (see UpdateAmmo event on reload and deploy)
1 Year Ago
Setup for all weapon rack types. Pegs.
1 Year Ago
blunderbuss worldmodel - fixed issues with collider and outline not working