branchrust_reboot/main/PlayerRigUpdate2/sprint_subsystemcancel

15 Commits over 31 Days - 0.02cph!

13 Days Ago
Added one handed sprint anims to M4, Spas, Crossbow, Double Barrel, MP5, Bolty, SMG, Thompson, M249, Semi Auto, AK47, Space LR
13 Days Ago
Merge from parent
19 Days Ago
Don't apply lerp if we're slowing down
19 Days Ago
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)
19 Days Ago
Merge from parent
39 Days Ago
updated lr300 sprint pose to anim loop
39 Days Ago
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
39 Days Ago
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
39 Days Ago
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
40 Days Ago
Debug readout + removed a log
40 Days Ago
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
40 Days Ago
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
40 Days Ago
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
40 Days Ago
Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
40 Days Ago
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