branchrust_reboot/main/BlunderBustercancel
58 Commits over 122 Days - 0.02cph!
blunderbuss viewmodel anim sounds
vm blunderbuss - set rotate around muzzle value back to 1, fixed clipping issues instead via rotate amount test
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
Merge from vm_rotate_around_modifier (includes changes from main)
edited blunderbus 3p aim anim so the gun is held correctly
viewmodel blunderbus reload anim edited so the shoulder does not clip into view
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
exported blunderbus viewmodel anims with edited idle pose so the shoulder does not clip with rapid camera movements
Reload animation shows the correct shell being loaded via events rather than in an update (see UpdateAmmo event on reload and deploy)
Setup for all weapon rack types.
Pegs.
blunderbuss worldmodel - fixed issues with collider and outline not working
vm blunderbus
- now loads correct coloured shells
- turning off casting shadows on slug shell
- viewmodel renderer scripts set up
Also created icon & setup
3p blunderbus
- setup sfx and anim events
- player anim updates (removed offset)
- fixed issues stopping world model from animating
blunderbus viewmodel - set up sfx and vfx events (uses db shotgun source)
blunderbus admire animation edited
edited blunderbus viewmodel reload and admire anims
switched cast shadows to off for shotgun buckshot, incedinary, slug and handmade shell prefabs
blunderbus 3p updated anims exported
blunderbus 3p and viewmodel updated anims exported and holster positon setup
blunderbus 3p and gun anims update
linked 4 shotgun ammo types to ammo bones in blunderbus viewmodel prefab and edited swap ammo script. Also removed shotgun ammo reference meshs from viewmodel rig export
exported blunderbus viewmodel anims
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type
correctly assigned materials to .worldmodel.prefab and .entity.prefab
latest blunderbus viewmodel anims export
merged new ammunition model branch into blunderbus branch
setting up blunderbus 3p anims and viewmodel anim set updated
blunderbus viewmodel animations export and animated camera setup
added r_prop bone to mask on 3p blunderbus anims
setting up blunderbus 3rd person in unity
setting up blunderbus 3rd person in unity
exported blunderbus viewmodel wip animations
blunderbuss world model and lods
initial prefab setup
Applied first iteration of attack
blunderbus viewmodel animation edits
blunder bus viewmodel animation idle pose edit