userJarryd Campicancel

13,873 Commits over 2,496 Days - 0.23cph!

Today
Merge from tutorial_animator_fixups
Today
Delete some more deprecated components
Today
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
Today
Merge from PlayerRigUpdate2
Today
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
Today
Hardcode drop_item gesture to 1s as it's now faster
Today
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Today
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
Today
Merge from main (no conflicts)
11 Days Ago
Merge from main
11 Days Ago
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
11 Days Ago
Sphere tank scene is now playable
11 Days Ago
Added a crude oil producer to dome
11 Days Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
11 Days Ago
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11 Days Ago
Merge from main
14 Days Ago
Fixed gingerbread man corpses throwing errors
14 Days Ago
Updated position of player model in wanted poster renders
14 Days Ago
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
14 Days Ago
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
14 Days Ago
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
14 Days Ago
Debug readout + removed a log
14 Days Ago
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
14 Days Ago
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
14 Days Ago
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
15 Days Ago
Show icons on the marketplace terminals
15 Days Ago
Experimenting with a HeldEntitySprintModifier new animation sub system Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across Should only need a simple loop or single frame pose with the r_prop at the right
15 Days Ago
Added a new Drone Availability Manager entity Exposes a variety of options for limiting the use of vending machine drones MarketDrone.drone_disable_in_bad_weather - disables drone purchases in rain or storms MarketDrone.drone_disable_at_night - disables drone purchases at night MarketDrone.drone_disable_on_new_wipe - disables drones entirely for the first X hours of a wipe in reatime, defaults to 24h
15 Days Ago
Adjust both arms curve on torch attack animations
15 Days Ago
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
15 Days Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
15 Days Ago
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
15 Days Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
16 Days Ago
Better fix, also fixes first frame of weapon being held not looking correct
16 Days Ago
Fix held entity sub systems not working in builds (torches)
16 Days Ago
Apply to motorbike driver seat as well
16 Days Ago
Sweapped the snowmobile seats over to use an animation subsystem
16 Days Ago
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
16 Days Ago
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
16 Days Ago
Replaced the UseTwoHandMask parameter on the torch animatior with two new float multipliers (RightArmLayerWeight and BothArmsLayerWeight) This allows us to fade in and out both arms independedntly and makes it easier to match the fade outs with motion in the clip (ie. mask us fading out both arms by making sure the fade happens while the left arm is moving)
16 Days Ago
Fixed OverrideAnimationSubSystem having a weight of 0 for a frame if it's Fade In Time is 0 Set Fade In Time on hand hold sub system to 0 to fix torch being out of position for a frame (right arm controller still fades in so it looks nice, the hand snaps to hold though) Fixed telephone reference on OverrideAnimationSubSystem Fixed most subsystems not fading out properly on disable
16 Days Ago
Fixed player body being visible in first person
16 Days Ago
Merge from codegen_refresh_fix
16 Days Ago
Manually import the generated code files after running CodeGen instead of calling AssetDatabase.Refresh No longer need to alt tab out of the editor and back in to compile after running codegen Keeps legacy behaviour when running in batch mode, let's not mess with builds
16 Days Ago
Created a new smashable glass entity, spawns gibs when destroyed and turns it's mesh off Will re-enable the mesh after 10-15 minutes if no players are within 100m Added debug.respawnallsmashables that respawns all of the smashable objects instantly Implemented on CarPrefab
17 Days Ago
Possible NRE fix
17 Days Ago
Fixed charm picker not working when skins_access was set to 1
17 Days Ago
Merge from shot_dub_fixes