branchrust_reboot/main/naval_update/cannon_animationscancel
18 Commits over 0 Days - ∞cph!
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
Fix cannon rotation being independent of the boat when turning.
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
Implement cannon reloading animations
Implement animation handles for code driven player model animations, basically the same as one shots but with a way to control them after they get added to the mixer.
Implement one shot in/out blending. Fix input weight on the main animation controller always being set to 0, causing transitions to jitter.
Fix player model OnEnable being called before any of the init fields were set.
merge from deployable_cannon
merge from deployable_cannon
Play recoil anim on the mounted player model, push up missing protobuf files
Clear one shot layer once the clip is done playing, add a full body mask.
Sync mounted player references to clients
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
merge from deployable_cannon