113,598 Commits over 3,959 Days - 1.20cph!
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set up rocket launcher entity with placeholder grip and holster poistion, exported launcher deploy anim
Youtooz added rigged models and animations
Updated Youtooz with animations
player update. pickaxe anim set exported and set up holdtype override controller and holster position for it
merge from youtooz branch
AI design viewer/editor shelved work.
merge from metal_detector main
Ground fire experiments with new 2021 freeform particle stretching feature.
Add some easing to the spine look at weight when looking up or down, leave hand weight untouched though
Add a head look at constraint
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Various hierarchy improvements, gib overrides, set up heavy scientist version
Deployable setup
Add a Poke interaction, gives comfort in a radius for 15s
Added a hand look at constraint and adjusted the spine look weights down to match
Applied a slight look at bump when in ADS to offset the height in held weapon (applied universally right now, might need to modify per weapon)
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Minor code cleanup, improve clarity on layer use
Merge RagdollFloatFix -> main
Fix floating server-side ragdolls when construction destroyed
Merge SSRagdollDeathVal -> main
Merge CorpseRagdollParentingFix -> main
Merge from main -> qol_cached_browser_ping_text
Merge from backpacks -> aux2
Prevented animals from doorcamping shelter
updated player prefab & skeleton asset to use new rust player avatar
Reverted serverside implementation (didn't work)
Added to clientside instead (still server only with replicated var)
Added server convar to skip death screen warmup
player update. exported wip rocket launcher anims and populated rpg override controller
Clear mouse Y input when cam is locked.
Lerp cam to locked target position.
swing bridge whitebox - figuring out design
removed shadow proxies using colliders as source and some less precise proxies
merge from mesh memory review
Stripped out rig controller into it's own prefab for easier merges
Added per spine bone look at weights
Add animation rigging package (third times the charm)
Add new Facepunch.BoneJobs plugin
BoneJobs is a stripped down, simplified way of using Animation Rigging without having to use the cumbersome RigController (and espensive) rig handling system that the package depends on
Currently only has a single component, the AimSpineComponent
Instead of relying on a selection of loose rig controllers, this component does exactly what we need in a single place - adjust all of the spine bones to look at a given target with a variable rotation offset so we can account for 3/4 stance poses on a per weapon basis
The advantage of still using the underlying tools in the Animation Rigging package is that the core math is really fast and runs in jobs so we can in theory move all of our IK and bone manipulation handling to threads
It also has quite a bit of functionality we want and all of the math already done (quaternions are confusing), so next steps will be porting over some more components that we need
Improved eye and eyelid position on both client- and server-side ragdolls
- Move all TimedExplosive projectiles to the Physics Projectile layer
- Remove collider from those that still had one
There's no need to add a EntityCollisionMessage script to rockets and things that don't have a collider. It is needed for stuff like C4, so let's make it conditional.
Lazy-instantiate WorldSplineSharedData in the same way as TrainWagonLootData. Change TrainWagonLootData back to not using null-coalescing operator. Although it was perfectly fine in this case, ScriptableObjects do have the same null overriding situation as MonoBehaviours, and I'd rather not give anyone the wrong ideas.