userJarryd Campicancel

13,751 Commits over 2,466 Days - 0.23cph!

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Today
Fixed some spraycan regressions when reskinning redirect items
Today
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
Today
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
Yesterday
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Yesterday
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Yesterday
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
4 Days Ago
Hacked in a simple way for one shot animations to notify a looping animation to rest, so we don't transition back to a loop half way through (mid yawn) Added property drawer support for referencing animation sub systems, renders them as a dropdown using a new subsystem name field
4 Days Ago
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed Much simpler state handling
4 Days Ago
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
5 Days Ago
Colour code handles based on their sub system ownership
5 Days Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
5 Days Ago
Add support for showing sub systems
5 Days Ago
Reset the chair tester
5 Days Ago
Merge from player_model_anim_inspector
5 Days Ago
Merge from parent
5 Days 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?)
5 Days 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
5 Days 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 Days Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
5 Days 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
5 Days Ago
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5 Days Ago
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6 Days Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
6 Days Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
6 Days Ago
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)
6 Days Ago
Added a TwoAnimBlend example
6 Days Ago
Add general fade in/out support
6 Days Ago
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
6 Days Ago
Merge from elevator_fixes_apr_26