branchrust_reboot/main/BlunderBustercancel

75 Commits over 153 Days - 0.02cph!

15 Days Ago
This file was supposed to be on this branch.
17 Days Ago
Fixed timings on reload animation FX call. Iterated on FX.
17 Days Ago
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
17 Days Ago
Ammo model texture setting pass. Optimized texel sizes down to be more consistent with the weapons.
22 Days Ago
Optimized some texture settings. Reload FX. Moved port coords for reload FX.
22 Days Ago
Missing file
23 Days Ago
Tweaks for new IK script.
24 Days Ago
Fixed missing capitalisation on item name
24 Days 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
24 Days Ago
Final prefab (code fix pending)
25 Days Ago
Final'ish attack prefab, but IK script is still screwing it.
25 Days Ago
Fixes
25 Days Ago
Attack FX
25 Days Ago
Remove changes introduced in vm_rotate_around_modifier, no longer needed
25 Days Ago
Merge from main
25 Days Ago
44 Days Ago
blunderbuss viewmodel anim sounds
59 Days Ago
vm blunderbuss - set rotate around muzzle value back to 1, fixed clipping issues instead via rotate amount test
60 Days Ago
Remove unused field
60 Days Ago
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
60 Days Ago
Merge from vm_rotate_around_modifier (includes changes from main)
2 Months Ago
swaymuzzle tweaks
2 Months Ago
edited blunderbus 3p aim anim so the gun is held correctly
2 Months Ago
3p mask updates
2 Months Ago
viewmodel blunderbus reload anim edited so the shoulder does not clip into view
2 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
2 Months Ago
prefab updates
2 Months Ago
final bit of renaming
2 Months Ago
more renaming
2 Months Ago
file renaming
2 Months Ago
exported blunderbus viewmodel anims with edited idle pose so the shoulder does not clip with rapid camera movements
2 Months Ago
Reload animation shows the correct shell being loaded via events rather than in an update (see UpdateAmmo event on reload and deploy)
2 Months Ago
Setup for all weapon rack types. Pegs.
2 Months Ago
blunderbuss worldmodel - fixed issues with collider and outline not working
2 Months Ago
vm blunderbus - now loads correct coloured shells - turning off casting shadows on slug shell - viewmodel renderer scripts set up Also created icon & setup
2 Months Ago
3p blunderbus - setup sfx and anim events - player anim updates (removed offset) - fixed issues stopping world model from animating
2 Months Ago
blunderbus viewmodel - set up sfx and vfx events (uses db shotgun source)
2 Months Ago
merge from main
2 Months Ago
blunderbus admire animation edited
2 Months Ago
edited blunderbus viewmodel reload and admire anims
2 Months Ago
switched cast shadows to off for shotgun buckshot, incedinary, slug and handmade shell prefabs
4 Months Ago
blunderbus 3p updated anims exported
4 Months Ago
blunderbus 3p and viewmodel updated anims exported and holster positon setup
4 Months Ago
blunderbus 3p and gun anims update
4 Months Ago
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
4 Months Ago
exported blunderbus viewmodel anims
4 Months Ago
Unsaved (thanks unity)
4 Months Ago
Rename
4 Months Ago
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type