branchrust_reboot/main/PlayerMaintainedMonuments/masterkeycancel
48 Commits over 31 Days - 0.06cph!
Fix the 3p animation of the master key being slightly out of sync with the 1p animation when looking at your shadow
Change back to needing to look at the lock with the center of your screen instead of the key model itself as it's too confusing
scaled masterkey in source, now proper size and rotation.
zero'd out the .worldmodel prefab.
Fix alt looking while breaking in sometimes cancelling the break-in progress bar
Allow player to alt look around while unlocking the door
Another fix for keys being held up to unoccupied doors
Fix changed serialized field name losing reference in master key prefab
Switch from signal triggering 3p key animation to flag based approach
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
Fix opening and closing the door while someone is breaking in cancelling the break-in due to them "not looking at the key" anymore
- resets the next time they open the door
Fix break in menu option showing (and holding key up to door) while a break-in was active
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Don't hold key up to door when looking at unoccupied apartments
Update animation controller
Upgrade the master key entity from Keycard -> MasterKey
- allows us to raise the key towards the lock when the player is looking at the door
- show "Insert Key" and detect if the key location on the viewport (0.5,0.3) is looking at the lock, not the center of their screen
merge from main -> masterkey
merge from playermaintainedmonuments -> masterkey
Code to ensure player is looking at the lock while opening it
- starting with being extra strict but I think I'll be more lenient later
Add icons for up and down
Add keylock position to door prefabs
Move apartment door menu options to new file
Added posed world model, updated icon
Unsaved changes to animator
Add master key to icon generator manifest
Update master key icon
Animation code hooked up for master key
- uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
Fixes after converting ItemManager.Items static -> instance
Switch ItemManager.Items from a static class to a instance
- fixes it not being reset by ResetStaticFields (and this being the easier way to do so)
- add master key item too
merge from main -> masterkey
Masterkey 3p and viewmodel animation updates
master key updates
- removed old meshes from viewmodel prefab
- moved current setup item to tools folder with other prefabs
- deleted items folder (no longer required)
- moved sounds to correct folder
set up viewmodel renderer
removed unused model prefab
Adding second loop for master key
Master key first pass animations
masterkey prefab set up WIP
-viewmodel with animator
-worldmodel prefab setup
- placeholder icon
- entity setup
- item setup (using keycard)
- 3p override controller
- placeholder viewmodel anims
Creating avatar for keys rig
Adding keys world model rig
world model for masterkey, LODs and collision
Adding master key viewmodel rig
master key for apartments
viewmodel and textures