branchrust_reboot/main/PlayerRigUpdate2/sprint_subsystemcancel
15 Commits over 31 Days - 0.02cph!
Added one handed sprint anims to M4, Spas, Crossbow, Double Barrel, MP5, Bolty, SMG, Thompson, M249, Semi Auto, AK47, Space LR
Don't apply lerp if we're slowing down
Fixed sprint anim being played over reload
Added some lerping to speed animation so it blends back in a bit nicer after reloadiang while sprinting
Snap the player out of the sprint animation if they attack (and for one second afterwards)
updated lr300 sprint pose to anim loop
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
Debug readout + removed a log
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
Updated clip and mask on LR
Still not working properly, R-Prop values look incorrect in the sprint animation
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
Experimenting with a HeldEntitySprintModifier new animation sub system
Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show
Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement
Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across
Should only need a simple loop or single frame pose with the r_prop at the right