branchrust_reboot/main/skscancel
59 Commits over 121 Days - 0.02cph!
Fixed 3P attachment offsets.
Fixed SKS ejected shells not having any drag and going sub-orbital
3P Muzzlebrake orientation fixed.
Slight color consistency improvement on the muzzle brake flashes (global)
vm sks anim tests, animator updated
vm sks - added test anims for sprinting/jumping/landing, added layer and params to animator
improved sks shader settings and textures to improve shading of the sks
sks updates:
- 3p updates + corrected aiming
- updated anims on rigged world model
- got shell eject fx working
sks 3p - all attachments now positioned correctly
vm sks fixes - corrected camera offset & hand cllipping during deploy
vm sks - fix for firing anims snapping & slow lerps into ironsght
Fixed incorrect ShowBullet reload animation event configuration
vm sks fixes - skinned missing bolt carrier part & mag lock
Fixed missing ShowBullet animation events
Fixed the new camera animation system on the minigun/flamethrower/sks not respecting the head bob client setting
Fixed missing camera shakes when firing the sks
Fixed sks firing animations early exiting causing camera clipping
Fixed missing ammo_true and ammo_false triggers, they're not used but are required for the empty state animator handling
Set up sks as skin of SAR, sks is no longer craftable
Fix SteamInventoryItem editor inspector not appearing for ItemSkins
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sks updates - fixed ironsights clipping camera, anim events fix
vm renderer script setup and activated
sks entity - removed sar ref & updated bounds
folder clean up ( removed unneccessary inital model prefabs )
sks holster position updates
Hide the bullet in the magazine if the player has one bullet loaded
Fixed animator hasAmmo param not getting populated
Reuse old p17 empty state logic for sks viewmodel
Use events to turn on the shell in the magazine based
Build manifest so the gun works after loading/saving
viewmodel prefab - set shell root object on vm script
removed old mesh setup from v_sks.viewmodel prefab
viewmodel updates
- material fix on prefab
- added bullet mesh, textures & mat, added as child of mag
- attachment tweaks
Match import fbx offsets exactly
First pass on dedicated vm animator handling script for sks
Uses new IViewmodelComponent interface, will probably come in handy in the future
viewmodel updates inc bolt states & triggers
vm anim export update + some anim events
added effects to effects folder (taken from SAR for now)
initial 3p setup, rigged worldmodel, set up override controller and entity prefab
sks prefab setup progress
sks world model - baked material sets down to 1 for world model
updated viewmodel