branchrust_reboot/main/PlayerRigUpdate2cancel
599 Commits over 457 Days - 0.05cph!
Merge from main
Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
exported updated 3p bone knife anims
Setting up burstcloth and skinning for ghost sheet
updated planners and wallpaper 3p run anim
updated planners and wallpaper 3p anims/override controllers
Cap mask updates, material tweaks
Initial hair work, set up for average skin set collection so not available by default (part 2)
Initial hair work, set up for average skin set collection so not available by default (part 1)
Fixing outbreak sprayer skinning and prop joint position
minicopter ik target updates
Updating burst cloth for Dracula cape
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
Hurts my heart but adding an offset to the m15 entity so it fits in the hand and can use the default pistol anim set
set vampire stake entity to use r prop, zero'ed weapon root and set holdtype to bone knife
set m15 entity to use r prop, zero'ed weapon root and set holster position
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate
Ballista right hand IK now reflects rotation
Updated right hand IK target on static and mobile ballista
Remove the ShieldHeldEntityOffset component from the python
Add ShieldHeldEntityOffset to HCR
Skin pass for tiwtch underwear
Moved legacy hair to it's own folder
Added average female skin set
Added average female skin set collection for debugging
Fixing outbreak scientist setup
updated ballista ik hand positions
updated the 'shield bone arm rotation additive' positions for handguns that are used with the shield and made/added 3p shield block pose to playeraniamtion.controller
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield
Applied to m92 for demo purposes
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
Fixed import on G note tuba play anim (needs at least 1 frame)
Merge from main
Conflict on building_planner.entity, auto resolved
More player head seed work
tweaked guitar inUse position
Drums
- Updated foot ik positions on drumkit
- Updated override controller
Merge from main
Conflicts auto resolved on: Rowboat.prefab, Cannon.deployed.prefab, paintballgun.entitiy.prefab, HeldEntity.cs, HeldEntity.Client.cs, PlayerModel.cs
Added BatchUpdateV4RustPlayerMask to animation tools menu
- updated v4 RustPlayerMask (to match hierarchy update)
- Batch re-imported entire player anim set to update connection with mask & remove errors
Updating outbreak scientist skinning
anim update for cannon ball position in hand
exported updated 3p rpg7 reload anim and reload anim events edited
Changed cowbell AnimationCrossfadeDuration to 0 (was 0.1)
Fixes majority of cowbell animation getting lost in the transition (affected the old player model as well)
Updated the trumpet_idle_play anim in the PlayerAnimator to point to the new trumpet_idle_play anim
Override controllers override clips and not states so this broke all of the other instruments, reapplied idle animations on guitar, cowbell, flute, tambourine and tuba
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim
Fixes double fire anim
Also fixed the jerry can guitar
Fixed acoustic guitar deploy model
Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
Only play the cassette recorder attack anim when playing, not stopping
Swap record and play overrides in the hold type