branchrust_reboot/main/t1smgcancel
47 Commits over 123 Days - 0.02cph!
Fixed smg showing shell in the magazine too early in the animation
Holster and backpack offsets
Fix NRE when ADS shooting with a silencer equipped
updated attachment targets, also turned viewmodel renderer back on
t1 smg balance and techtree
Applied PostIK to the updated SMG FX prefabs.
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Fixed ADS shell ejection anim event.
Mag eject event hits right when the mag scaling begins.
Unparented mag drop from the bolt.
Barrel attachment offsets
Ejection tweak.
Also hide side flash in ADS.
Various viewmodel fx polish/fixes.
Accesorized SMG fx tweaks
SMG muzzle prefab updates & regression fixes.
Re-assigned bones in viewmodel prefab (to fix invisible man viewmodel)
deleted unused model prefabs
Renamed SksViewmodel class to MagazineStateViewmodel now that it is being used for multiple weapons
Removed the useEmptyAmmoState field on BaseProjectile and exposed it as an option on the MagazineStateViewmodel component (see SetHasAmmoParam)
Updated affected weapon viewmodels: t1 smg, sks, semi auto pistol, m92, prototype 17
- Viewmodel animation updates
- Added show bullet mesh states to animator
- Reduced rotation sway to fix arm clipping issues
Setup for all weapon racks.
viewmodel - ammo state/ choosing correct reload states
Added worldmodel prefab and icon
3p anims + updated worldmodel anims
t1 smg viewmodel updates
- ironsights tweaked
- skinning updates for springs
- idle pose updated
- bolt position poses
- anim length changes to match smg in 1p and 3p
3p entity updates, added anim event and effects
initial 3p setup, entity updates
t1 smg
- intial viewmodel base rig and anim clips
- animator
- viewmodel, entity and item prefab
- initial ironsight setup
T1 SMG
viewmodel
world model -> LODs
textures and materials
basic/initial prefab setup