userJarryd Campicancel

14,621 Commits over 2,619 Days - 0.23cph!

4 Months Ago
Revert playground
4 Months Ago
Hooked up telephone animation on deployable telephone Removed OnPhone state and parameter from player animator
4 Months Ago
Compile fixes
4 Months Ago
Better node view
4 Months Ago
Better visualise handles of sub systems in the list view
4 Months Ago
Added ability to mark a subsystem as affecting the upper body layer only Renamed TelephoneAnimationSubSystem -> OverrideAnimationSubSystem Profiling
4 Months Ago
Reapplied changes to PlayerModelAnimationInspector
4 Months Ago
Don't allow non matching types in the sub system dropdown
4 Months Ago
Merge from parent (use PlayerModelAnimationInspector from main, will reapply changes on this branch)
4 Months Ago
Fixed missing throw animation on bee grenade hold type Added toggle visible events for bee grenade and beancan
4 Months Ago
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4 Months Ago
Don't allow the spraycan to open the reskin menu if the only available skin is the current redirect and the base item is hidden
4 Months Ago
Reapply AnimatorOverrideUpdater Create a new 3p_idle_unarmed_pose - a single frame version of 3p_idle_unarmed Use that on the upper body idle, update all of the overrides accordingly
4 Months Ago
Subtract 150051 (introduced stepping issues)
4 Months Ago
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4 Months Ago
Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip This automates the process of hooking them all up Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
4 Months Ago
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4 Months Ago
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4 Months Ago
Fixed some spraycan regressions when reskinning redirect items
4 Months Ago
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
4 Months Ago
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
5 Months Ago
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5 Months Ago
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
5 Months 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
5 Months Ago
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed Much simpler state handling
5 Months Ago
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
5 Months Ago
Colour code handles based on their sub system ownership