branchrust_reboot/main/blowpipecancel
186 Commits over 274 Days - 0.03cph!
Updating blowpipe reload animation to end in rest idle
Bump all dart velocities after feedback I nerfed them too hard
Increase duration of inacpacitate dart vision debuff
Fix dart rotations to work with recent projectile rotation changes
Viewmodel anim update and adding requested animation
damageScale, distanceScale and projectileScale set to 1.
Adjusted dart velocities.
Hookup anim in holdtype so third person fire anim triggers
Some radiation dart changes:
Capped to 3 applications, 10 radiation each.
Effect is now reduced by radiation protection.
viewmodel - Edited end of reload to finish in ADS idle pose (to stop it freaking out if r/click is held prior to it finishing)
Dart damage tweaks.
Lowered radiation dart effect strength.
Dart and blowpipe LOD and outline fixes
Reduced velocity of all darts
Blowpipe weapon racks setup.
blowpipe worldmodel LODGroup
Fix headshot marker not happening
Obscure vision overlay improvements
Merge from turret_scaling
Dart modifier effects are now also applied in BaseProjectile.ServerUse.
Blowpipe can now be used in turrets (need to add dart effect scaling for turrets...)
Scatter dart: more darts, more spread, more damage falloff, less damage.
Add extra anim events to SwapAmmo.
Switch blowpipe to be event driven. Setup anim events.
Fix dart being visible when no ammo.
More descriptive descriptions
Blowpipe animation updates
swapping to using aimingHeld when changing to and from ADS
Animation updates to blowpipe viewmodel content
viewmodel - ADS reloading fix
Made dryfire more responsive
viewmodel fixes for snapping between certain anims (more transitions were needed due to ADS being it's own state
Add aimingHeld animator bool, populate, to help debug anim issues.
Blowpipe can now only be fired when fully ADS.
Added CanFireWhenNotADS and IsFullyADS to BaseProjectile.
Override them in BlowPipe.
Blowpipe and darts icon settings.
Switched the blowpipe attack effect over to the legacy Particle System IK script, works better with an effect that emits from a single point
Texture animation mode doesn't seem to like being run in LateUpdate mode which the newer Particle IK system uses