branchrust_reboot/main/weapon_refresh_binocularscancel

20 Commits over 182 Days - 0.00cph!

2 Months Ago
adding a static binocular prefab to avoid using the worldmodel in monuments fixed the supply barge missing prefab link S2P floating cities
2 Months Ago
Merge from main Keep source on directory conflicts, viewmodel.prefab auto-merged
2 Months Ago
renamed new binocular texture sets to conform to the new standard
3 Months Ago
merge from main preserve destination deletes of meta files
4 Months Ago
merge from main
5 Months Ago
merge from main
5 Months Ago
merge from main
6 Months Ago
Animator adjustments for binoculars
6 Months Ago
Binocular animation polish pass
6 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
6 Months Ago
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
6 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
6 Months Ago
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
6 Months Ago
initial implementaion, viewmodel prefab updates
6 Months Ago
merge from main
7 Months Ago
Binoculars anim refresh polish
8 Months Ago
1st pass updated binocular anims
8 Months Ago
Updating binoculars rig mat
8 Months Ago
Adding viwmodel rig for binocular refresh
8 Months Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures