branchrust_reboot/main/naval_update/cannon_animationscancel

18 Commits over 0 Days - Infinitycph!

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