branchrust_reboot/main/skscancel
39 Commits over 91 Days - 0.02cph!
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
vm sks attachment and ironsights
Sks update
- removed unnecessary files
(test mat & obj)
sks vm prefab & test base rig file wip
sks folder setup and anim test with mid poly mesh