userJarryd Campicancel

13,718 Commits over 2,466 Days - 0.23cph!

16 Minutes Ago
Merge from player_model_anim_inspector
57 Minutes Ago
Merge from parent
59 Minutes Ago
Merge from main Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
1 Hour Ago
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
3 Hours Ago
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
5 Hours Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
6 Hours Ago
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range
Today
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Today
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Today
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Today
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
Today
Added an example OneShotAnimationSubSystem for handling event driven animations
Yesterday
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
Yesterday
Added a TwoAnimBlend example
Yesterday
Add general fade in/out support
Yesterday
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
Yesterday
Merge from elevator_fixes_apr_26
Yesterday
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Yesterday
Allow elevator cables to update while offscreen
Yesterday
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Yesterday
Some new Light LOD system tests
2 Days Ago
Merge from elevator_fixes_apr_26
2 Days Ago
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
2 Days Ago
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
2 Days Ago
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
2 Days Ago
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
2 Days Ago
Compile fix
2 Days Ago
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers Fixed incorrect animations on the smoke grenade and firecracker animation overrides
2 Days Ago
Fixed broken NVG sounds
2 Days Ago
New StateSync component for weapon animators Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
2 Days Ago
Enable single frame parenting for AK mag drop effects
2 Days Ago
HMLMG mag drop now detaches from parent and plays in world space Fixes mag being affected by weapon position/rotation of gun and motion blur issues
2 Days Ago
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2 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
Added new TriggerMonumentIOArea component that allows IO wiring inside the bounds even if those bounds are within a monument (still won't work if the player is build blocked)
3 Days Ago
Crude produced at a monument is locked, can only be moved via IO Stays locked once it's transferred into the car fuel tank, can only be removed at a car lift Items flagged as Locked are now blocked from moving via MoveItem RPC (might have side-effects)
3 Days Ago
Merge from ducked_splash_fix
3 Days Ago
Slight change for better LOS check
3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
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3 Days Ago
Merge from main, many conflicts Auto resolved all code changes except for BallistaGun, used IK handling on this branch Auto resolved all prefab changes except for salvaged_cleaver.entity, used the holster position/rotation on this branch