branchrust_reboot/main/metal_detectorcancel
232 Commits over 123 Days - 0.08cph!
BaseDiggableEntity can now be flagged as requiring a shovel to dig or not.
Can dig with any melee item.
Cleanup & refactor anim sync.
Codegen.
3p anim and override controller updates
setup for viewmodel script (off by default for now as test sphere's for visual feedback don't work with it)
viewmodel prefab updates, skinned wires & updated base model, added admire anim
WIP 3rd person anim code.
RPC tweaks/checks.
stopped vm casting shadows
added 3p anims & updated override controller
3p anim and override controller updates
Disable vm bob & sway when in sweet spot scanning mode
Reduce scan duration from 3->2 seconds
Remove some old test code that disabled bob, sway, punch effects on detector VM
viewmodel prefab cleanup (and naming)
vm anim & animator updates
Lerp the anim blend param value to smooth out stutters.
Remove some now unused code.
updated anims, skinning & anim controller
DroppedItems can be marked to not combine.
Dug up items set to not combine so they don't auto merge if the flags are close together and their items are left on the ground after digging up.
Move camera back up to default view when leaving sweetspot scan mode.
Cleanup.
Shovel item can now be used for digging flags up.
Set some placeholder shovel values.
Tweaked sweet spot detection range to be more lenient.
Sanity check player to flag distance.
Bit of cleanup
anim updates, transitions, animation controller setup
removed exit time when going into scan
added scan close clip, set up blendtree in animator to go between scan far and scan close, hooked up to use scanBlend param
Trigger scan anim from code.
Remove old yaw/pitch transform placeholders.
Added scanBlend param to metal detector animator.
Set scanBlend from code.
Refactored some placeholder code so I can easily remove it when animation is fully setup.
Don't force VM lower in code now we have a VM setup