branchrust_reboot/main/PlayerRigUpdate2cancel

632 Commits over 485 Days - 0.05cph!

3 Days Ago
Updating krieg backpack skinning and burst cloth
3 Days Ago
Updating krieg skeleton asset
3 Days Ago
Updating krieg hazmat burst cloth and skinning
4 Days Ago
removed offsets from mannequin deployed (was causing model poses to float/be off centre)
4 Days Ago
added mannequin poses
4 Days Ago
Re populating skeleton skin bone array for frontier hazmat
5 Days Ago
Adding skinning items subbed to wrong branch
5 Days Ago
front 50cal animation updates
5 Days Ago
single 50cal animation updates
7 Days Ago
Gesture anim updates
7 Days Ago
cannon anim update and IK adjustments
8 Days Ago
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
10 Days Ago
exported updated helicopter reardoor idle anim
10 Days Ago
exported updated motorboat sit anims
10 Days Ago
exported updated 3p ejector seat idle anim
10 Days Ago
beach chair 3p idle anim exported
10 Days Ago
edited minicopter 3p anims
11 Days Ago
Force the player model to play the deploy animation when switching between entities that use planners
11 Days Ago
Updated held positions for all guitars + bass
11 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
11 Days Ago
exported minicopter 3p idle anims and edited left hand ik target in entity
11 Days Ago
Skin pass for vagabond jacket
11 Days Ago
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
11 Days Ago
exported 3p secretlabs chair idle anim. enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 secretlabs chair prefab
11 Days Ago
Added mount pose tooltips and headers in the BaseMountable inspector
11 Days Ago
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
11 Days Ago
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses Set to false by default, enabled for rowboat and steering wheel
11 Days Ago
exported horse 3p idle anim and set 'mounted animation speed' to 1 in horseSaddle.prefab
11 Days Ago
set 'mounted animation speed' to 1 in chair.icethrone prefab
11 Days Ago
exported ice throne 3p idle anim and enabled 'force idle animation' tick box in chair.icethrone prefab
14 Days Ago
Skinning update for wood armour gloves
14 Days Ago
exported updated 3p bone knife anims
14 Days Ago
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
15 Days Ago
Merge from main Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
17 Days Ago
exported updated 3p bone knife anims
17 Days Ago
Setting up burstcloth and skinning for ghost sheet
17 Days Ago
updated planners and wallpaper 3p run anim
17 Days Ago
updated planners and wallpaper 3p anims/override controllers
17 Days Ago
Cap mask updates, material tweaks
18 Days Ago
Initial hair work, set up for average skin set collection so not available by default (part 2)
18 Days Ago
Initial hair work, set up for average skin set collection so not available by default (part 1)
18 Days Ago
Fixing outbreak sprayer skinning and prop joint position
18 Days Ago
minicopter ik target updates
18 Days Ago
Updating burst cloth for Dracula cape
18 Days Ago
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
18 Days Ago
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
18 Days Ago
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
18 Days Ago
set vampire stake entity to use r prop, zero'ed weapon root and set holdtype to bone knife
18 Days Ago
set m15 entity to use r prop, zero'ed weapon root and set holster position
18 Days Ago
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate