branchrust_reboot/main/BlunderBustercancel

90 Commits over 184 Days - 0.02cph!

56 Days Ago
exported updated blunderbus 3p reload anim to match the viewmodel
56 Days Ago
edited blunderbus reload animation. the hammers now get cocked back.
57 Days Ago
viewmodel - fixed remaining attachment issues
57 Days Ago
viewmodel - fixed ironsights being too low
57 Days Ago
renamed controller and anims to meet naming convention
57 Days Ago
added hammer anims to controller
57 Days Ago
added viewmodel hammer anims
57 Days Ago
Switch to a blend tree
57 Days 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
57 Days Ago
Merge from world_update_2
58 Days Ago
add a little spice to the blunderbuss gunshot
58 Days 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
2 Months Ago
3rd person reloads with ammo type variants.
2 Months Ago
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
2 Months Ago
██▌▆█ ▅▋▄▆ ▆▊▆▋
3 Months Ago
This file was supposed to be on this branch.
3 Months Ago
Fixed timings on reload animation FX call. Iterated on FX.
3 Months Ago
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
3 Months Ago
Ammo model texture setting pass. Optimized texel sizes down to be more consistent with the weapons.
3 Months Ago
Optimized some texture settings. Reload FX. Moved port coords for reload FX.
3 Months Ago
Missing file
3 Months Ago
Tweaks for new IK script.
3 Months Ago
Fixed missing capitalisation on item name
3 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
3 Months Ago
Final prefab (code fix pending)
3 Months Ago
Final'ish attack prefab, but IK script is still screwing it.
3 Months Ago
Fixes
3 Months Ago
Attack FX
3 Months Ago
Remove changes introduced in vm_rotate_around_modifier, no longer needed
3 Months Ago
Merge from main
3 Months Ago
4 Months Ago
blunderbuss viewmodel anim sounds
4 Months Ago
vm blunderbuss - set rotate around muzzle value back to 1, fixed clipping issues instead via rotate amount test
4 Months Ago
Remove unused field
4 Months Ago
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
4 Months Ago
Merge from vm_rotate_around_modifier (includes changes from main)
4 Months Ago
swaymuzzle tweaks
5 Months Ago
edited blunderbus 3p aim anim so the gun is held correctly
5 Months Ago
3p mask updates
5 Months Ago
viewmodel blunderbus reload anim edited so the shoulder does not clip into view
5 Months 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
5 Months Ago
prefab updates
5 Months Ago
final bit of renaming
5 Months Ago
more renaming
5 Months Ago
file renaming
5 Months Ago
exported blunderbus viewmodel anims with edited idle pose so the shoulder does not clip with rapid camera movements
5 Months Ago
Reload animation shows the correct shell being loaded via events rather than in an update (see UpdateAmmo event on reload and deploy)
5 Months Ago
Setup for all weapon rack types. Pegs.
5 Months Ago
blunderbuss worldmodel - fixed issues with collider and outline not working