branchrust_reboot/main/weapon_refresh_binocularscancel

23 Commits over 243 Days - 0.00cph!

57 Days Ago
set up world model rig/anims for binoculars
58 Days Ago
merge from main
60 Days Ago
Adding world model rig for binoculars
4 Months Ago
adding a static binocular prefab to avoid using the worldmodel in monuments fixed the supply barge missing prefab link S2P floating cities
4 Months Ago
Merge from main Keep source on directory conflicts, viewmodel.prefab auto-merged
5 Months Ago
renamed new binocular texture sets to conform to the new standard
5 Months Ago
merge from main preserve destination deletes of meta files
6 Months Ago
merge from main
7 Months Ago
merge from main
7 Months Ago
merge from main
8 Months Ago
Animator adjustments for binoculars
8 Months Ago
Binocular animation polish pass
8 Months Ago
final folder cleanup - Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
8 Months Ago
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
8 Months Ago
- entity setup - created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch) - set .item to use new worldmdodel prefab
8 Months Ago
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
8 Months Ago
initial implementaion, viewmodel prefab updates
8 Months Ago
merge from main
9 Months Ago
Binoculars anim refresh polish
10 Months Ago
1st pass updated binocular anims
10 Months Ago
Updating binoculars rig mat
10 Months Ago
Adding viwmodel rig for binocular refresh
10 Months Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures