branchrust_reboot/main/weapon_refresh_nailguncancel
43 Commits over 61 Days - 0.03cph!
fixed camera anims not working
Checked if Updated Nailgun works and can be skinned properly.
Updated Nailgun Workshop Source Obj
Updating nailgun viewmodel with newest mesh
Update Nailgun Viewmodel, Worldmodel and Textures to improve shading and fix shading issues
updated nailgun workshopsource model
Updating nailgun viewmodel rig with correct model
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
Fixed nailgun world model outlline
updated workshopsource nailgun model
Updating nailgun viewmodel rig with updated mesh
Updated Nailgun World Model, View Model and LODS to fix UV issues
Reimported Nailgun Textures
Fixed error spam on ultra-wide screens with the nailgun, paintball gun and bowless crossbow viewmodels. Small rounding errors in the viewmodel sway/bob were snowballing each frame until Unity rejected the rotation. No visual change, just trying for a clean console.
nailgun skinnable initial setup
removed unused attachment gameobjects from viewmodel prefab
final folder clean up
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
- added nailgun mag mesh
- added mag drop effect
- added events-only clip on a new w_nailgun Animator, no rig needed
- set up hide/show mag
Reimported Nailgun World Model to have seperated magazine
Viewmodel - nails in the mag deplete per shot + follower rises
MagazineStateViewmodel - Added optional RoundVisuals, Follower, FollowerRestPosition and FollowerStepPerRound
ShowBullet on anim event now shows a full mag during reload
removed unneeded scope attachments from entity prefab
exported updated nailgun refesh vm anims
Added sound events to viewmodel reload
set up new worldmodel prefab
added and edited ultra wide screen component to nailgun viewmodel prefab. removed old gun mesh
updates to 3p setup following merge from main
Removed the SprintController from the entity - with the hold type gone its guard never passes,
sprint pose stayed at 1 on the right arm and hid everything the anim
subsystem was doing. Added an Aiming bool plus IdleAim/AttackAim on the 3p_nailgun_aim clips
that were sitting unused in the FBX, one handed to match the rest of the weapon, and pointed
the subsystem's AimingParameter at it.
- re-added settings for viewmodel prefab
Stripping viewmodel arms from v rig export
▅▄▄▌▄▉▇▇▍ ▉█▍▅ ▌█▌▉▋ ▌█▅ █▊▅▉ ▆▊▆ ▉▊█▆
Updated Nailgun World Model and Viewmodel to include magazine follower
exported/setup nailgun refresh anims and set up entity with latest w model
exported nailgun refresh vm anims
exported latest nailgun refresh vm anims
nailgun refresh latest vm anims exported
setting up nailgun refresh prefab/anims
Updated Nailgun Remake FBX to fixed overlapped UV's
Added Nailgun Remake Viewmodel and Worldmodel FBX
Added Nailgun Remake Textures
Setup Nailgun Remake Materials and Folders