branchrust_reboot/main/naval_update/cannon_animationscancel

18 Commits over 0 Days - ∞cph!

16 Days Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
16 Days Ago
merge from naval_update
16 Days Ago
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.
17 Days Ago
Fix cannon rotation being independent of the boat when turning.
17 Days Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
17 Days Ago
Fix wrong gibs on cannon
20 Days Ago
Implement cannon reloading animations
20 Days Ago
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.
20 Days Ago
Implement one shot in/out blending. Fix input weight on the main animation controller always being set to 0, causing transitions to jitter.
20 Days Ago
Fix player model OnEnable being called before any of the init fields were set.
20 Days Ago
merge from deployable_cannon
20 Days Ago
merge from deployable_cannon
21 Days Ago
Play recoil anim on the mounted player model, push up missing protobuf files
21 Days Ago
Clear one shot layer once the clip is done playing, add a full body mask.
21 Days Ago
Sync mounted player references to clients
21 Days Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
21 Days Ago
Setup new cannon models
21 Days Ago
merge from deployable_cannon