branchrust_reboot/main/blowpipecancel
74 Commits over 184 Days - 0.02cph!
Incapacitate blindness tweaks
Fix view model spamming errors
Blowpipe reload update and view model camera pass
Blowpipe reload and firing anim update
blowpipe viewmodel prefab updates
- set viewmodel mesh to 0.7 in the z ( to make it feel closer to camera)
- set up viewmodel renderers
- set to use viewmodel camera
- removed crossbow mesh from prefab
- removed ironsights script
Update blowpipe firing animation and recoil adjustment
Merge from main, resolve conflicts.
Updated blowpipe skinning and animation adjustments on holding pose
removed copied crossbow files from blowpipe folder, added/set up worldmodel prefab
New view model and 3rd person blowpipe animations set up
- placeholder 3p anims
- placeholder worldmodel
- override controller
- entity setup
Refactor modifier application so I can use it elsewhere.
Show correct dart models when loading ammo (viewmodel).
Added placeholder prefab variants for all dart ammo types.
Merge from world_update_2
Tweak incapacitate vision block duration.
Add fade in/out for effect.
Obscure vision overlay prefab tweaks and added separate placeholder image/mat
Healing dart (just a test idea)
Show active dart modifier effects.
Separate tea/dart effect displays.
Keep track of modifier source counts.
Tea vitals bar only shows tea source modifiers.
Dart prefab rotation fixes
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
Scatter dart initial/placeholder setup
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
re-exported viewmodel mesh fbx to face positive z
Defined limits.
Tweak strength and duration.