branchrust_reboot/main/BlunderBustercancel
75 Commits over 153 Days - 0.02cph!
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
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