branchrust_reboot/main/itemmodscancel

37 Commits over 31 Days - 0.05cph!

10 Years Ago
Leftovers
10 Years Ago
Merged with trunk
10 Years Ago
Hud fixes
10 Years Ago
Show disabled slots as disabled Hud update Weapon gallery Fixed a bunch of broken weapon world models (dropped models) Added barrel bones to those that will use them Fixed muzzle flash positions on some weapons
10 Years Ago
Weapon slot occupation rules
10 Years Ago
Weapon slot occupation rules
10 Years Ago
Manifest
10 Years Ago
more
10 Years Ago
more
10 Years Ago
more
10 Years Ago
more
10 Years Ago
Bow, Cleaver, Crossbow
10 Years Ago
bone knife
10 Years Ago
Boneclub org
10 Years Ago
Bolt org
10 Years Ago
animation clip effect paths
10 Years Ago
Beancan
10 Years Ago
ak47 layout
10 Years Ago
Warnings
10 Years Ago
Weapon organisation
10 Years Ago
Weapon organisation
10 Years Ago
Weapon organisation
10 Years Ago
Weapon organisation
10 Years Ago
Weapon organisation
10 Years Ago
Organised bolt rifle
10 Years Ago
Silencer sound
10 Years Ago
Exposed more weapon stats
10 Years Ago
Fixed realm compile errors Removed cl_children (they're all just children)
10 Years Ago
Cleanup
10 Years Ago
Weapon mods can change some weapon stats
10 Years Ago
Silencer baseline
10 Years Ago
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10 Years Ago
Effects are bundled automatically, labelled automatically Viewmodel animation effects state an effect name only, component defines the folder path
10 Years Ago
Clientside entities are SetActive( true) AFTER loading. This might cause errors in some components that expect Awake/Load to be called before Load'ing - but I think it's more logical for components that want to do stuff dependant on the entity in OnEnable Added BaseMonoBehaviour (MonoBehaviour with some logging stuff) Weapon switching DisableFlag is predicted
10 Years Ago
Very slight progress
10 Years Ago
Fixed objectpool creating unityui mahem on stopping play in the editor
10 Years Ago
Starting item mods