branchrust_reboot/main/BlunderBustercancel
90 Commits over 184 Days - 0.02cph!
exported updated blunderbus 3p reload anim to match the viewmodel
edited blunderbus reload animation. the hammers now get cocked back.
viewmodel - fixed remaining attachment issues
viewmodel - fixed ironsights being too low
renamed controller and anims to meet naming convention
added hammer anims to controller
added viewmodel hammer anims
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
Merge from world_update_2
add a little spice to the blunderbuss gunshot
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
3rd person reloads with ammo type variants.
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
This file was supposed to be on this branch.
Fixed timings on reload animation FX call.
Iterated on FX.
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
Ammo model texture setting pass.
Optimized texel sizes down to be more consistent with the weapons.
Optimized some texture settings.
Reload FX.
Moved port coords for reload FX.
Tweaks for new IK script.
Fixed missing capitalisation on item name
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
Final prefab (code fix pending)
Final'ish attack prefab, but IK script is still screwing it.
Remove changes introduced in vm_rotate_around_modifier, no longer needed
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