userJarryd Campicancel

13,855 Commits over 2,496 Days - 0.23cph!

17 Days Ago
▌▌▆▊▆▅ ▆▍▋▌▍ ▆▅▄▅ ▅▇▅▋▇▇▇▄▋ ▆▍▌▆ ▌▋▇█▇▊▍▅▊ ▊▋▉▌▆▄▍▌ ▄▊ ▅▆▅ ▍▅▊▊▄█▋▉ ▇▇▇▍▅▄
17 Days Ago
▋▊█▋█▊ █▍▆█ ▍▅▇▍
17 Days Ago
▆▇▋▉▄▌ ▍█▅▄ ▆▇▊█▊▄▆▄▉█▋▅▆▄▋▋▉▅█▊█▅▆▉▆▌▉▆
17 Days 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
18 Days Ago
▍▆█▊▍▍ ▊▉▉▋ ▌▉▌▉▅▋▍▋▋▆▅▇▍▍▋█▋▍▄▉▅█▌▅▅▉█▋▄▊▍▅▅
18 Days Ago
▇▍▋█▉▄ ▅▄▇▇ ▅▋▅▄█▅█▅▋▌▄▅▋▉▊▌▌▇▋▋▋▆█▄▌▉▊▄
18 Days Ago
▌▊▄▆▄▅ ▋▉▆▄ ▇▍█▉▋▉▄█▋█▌▌▉▆▉▅▄▊█▍▇▍
18 Days Ago
▇▇▇▄▊▇ ▆▄▅▊ ▊▅▌▍▄▍▊▌▊▄▋▊█▌█▉▅▄▆▅▄▊▊▄▅█
18 Days Ago
▌▄▊▌▅█ ▌▉▄▆ ▍█▅█▇▆▆▆▊▊▊▇▆▉▇▌▆█▍▇▊█▆
18 Days Ago
▇▋▍▊▊▉ █▄▌▍ ▅▊█▍▊▊▌▊▊▆█▅▄▅▆▆█▌▊▉▆▅▌
18 Days Ago
▋▉▆█▆▊ ▍▉▋▉ █▌▋█▍▄▇▄▉▌▇▍
18 Days Ago
▆▆▉▅▋▌ ▉▄▊▅ ▊▄▄▍▆█▍▇▉▉▆▊▋█▄▍▋▉▅▌▉▊▄▍▋
18 Days Ago
▋▍▌▍▇▍ ▄▉▉ ▌▍ ▆▇▇ ▉▋▉▋▉ ▅▄█ ▉▅ ▍▇▌▍ ▌▄▅▇▊▍ ▇▆▌▆▊▅▌ ▍▉ ▅ ▊▆▄▊▄ ▍█▇▍▆█▇▇▋▄▄▄ ▄▋█ ▊▉▊█▄▇ ▍▆▅█ ▆▅ ▌ ██▊ ▆▆▍▌▊ ▋█▇█ ▄ ▌▄▅▊▄▋ ▆▅ █▄▉▊ ▉▊▄▅▆ ▉▍▆█▍ ▇█▋ ▌▅▌▌▌▅ ▆▍▍█
18 Days Ago
▊▇█▉█▅▅▉ ▆▄ █▋▍▇▅▉ ▋▉█▇▌ ▍▆ █▋▄▅▋▆ ██▌▌ ▌▊▅▅▌▇▍ ▇▇█▌▉▉▇▉▌
18 Days Ago
▅▄▋▇▍▇ ▋ ▄▅▋ ▋▍▇▌█▍ ▆▍█ ▍▊▊▄▄▊▇▆▅▄▊ ▄▉█ ▌▇▅▇▆▅█ ▉▄▌▋ ▄▊ ▄ ▉▋▉▅ ▄▋▊▌█▍ ▋▋ ▉ ▄▉▄█▊▅▉█ ▉▇▉▄▋▄█▊▌▆▄▄▇▋▇█ ▉▄▌▌▄ ▌▅▊█▉▇▍▄▇ ▅ ▌▄▉▄▇▍▄▆▋▅▆ ▊ ▊▋▋▆▇▅▊▍▊▇▋█ ▊▆▍▉▆▊█▉ █▅▅▍▋ ▊▄██ ▌▅▊ ▌▅ █▌▋▆ ▄ ▋██▉▉▇▅ ▇▅▄█ ▄▄▋▊▆▉ ▊▋▉▊▅▅█▌▆▅▊▉▌▅▌▍▉▋▅▄▊▉ ▉▊▇▍ █▍▋▄ ▍▅▍▌ ▆▍▋▇▉▆▍▋▇▆▉ ▌▆ ▌ ▊▄█▍█▆▌▄ ▆▍▇▆ ▋█▄▅ ▆█▉ ▍▌▌▆ ▆ ▅▌▄ ▍▅▇▄█▊▉▆ ▋ ▉▍▊▋▄▅ ▋▌ ▄▇██▋▅ ▍▄▆▇▄▌▌▆ ▌▊ ▅▍▍▌▌▌▊▆▅ ▆▊ ▆▋▌▍▋▄▇▅▌▇▊ ▆ ▍█▄▆▆██▍ ▇▅▄▊▄▆▍ ▍▅▊▆ ▆█▉▊▇▇█ ▆▌█▄▍ ▆▉▋▍█▌ ▊▇ ▋▋▇▇▅▊▆▌▉ ▄▇▄▅ ▅▇ ▋█▋▋▌▌
18 Days Ago
▄▌▄█▅▌ ▍▄▊ ▆▌▌▉▋▊█ ▊█▇█ ▅▊ ▇ ▊▆▌▌▊▍ █▉ ▉▌▋▍▍▄██▅█▍▉▇▍▄▊▉▇▄▊▆▌▋▄▇ █▇ ▆▇ ▍▆▅▆▊ ▆▄▌▌▋█ ▅▍▅ ▍▆▅▄ ▋▅ ▅▇▇ ▌▋▇▊▄▋
18 Days Ago
▉▍▍▌▌▅▉▉ ▆▅▉██▅▉▉▇▉▆ ▆▋▍▌▊▍ ▌▆ ▋▄▄ █ ▋▉▊▌▌▉█▍ █▅▅ ▌▍▇█▊█▄▊▇▌▊▅█ ▉▅▆▍▍▍▋ █▆▊▌▌▌ ▇▋ ▄▌▊▌▄▊▅▌▆█▆ ▌▋█▋▊ ▄█▆▇▊▆ ▉▄ ▉▇▊▉▇ ▉▉▌ ▅▆▊ █▆▌▄ ▋█▆▄ █▋▅▄▄▉▄▋ █▉▍▄▋▇▊ ▇▋ ▍▉▉ ▋▍▇▊█▋
18 Days Ago
▋▋▆▉▌▉ ▊▄▍▄ █▍▍█
18 Days Ago
Fixed some spraycan regressions when reskinning redirect items
18 Days Ago
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
18 Days Ago
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
19 Days Ago
▋▌▍▆▆█ ▌▄▊ ▋▍▊▉▄▇ ▊▋▌▇ ▅▋ ▅▊▅▌▆▅▅▇▌▍▇▊▆█▋ █▍ ▅▄▊ ▄▇▄▇▄▉█ ▄▌▉█▊▄ ▅▊▆▋▇ ▄▇▋ ▋▋▋ ▊▍▆▉▊▅▋ ▋▆█▋▋▊ ▋▌▊▋ ▅▉▆█ ▊▊▄▌█▋ ▊▄▋▍ ▆▊ ▆▋▄▇▍▇▊▌ ▋▇▉ █▌▊▍▉▇ ▊▉▅█ ▆▍ ▇▅▊ ▆█▅▊█▉█▅
19 Days Ago
▆▉▆▍▋▊ █▉█ ▇▆▌▌█▊▄▇▆▇▋ ▊▍█▌▋▉ ▆▉▄▄▉▄ ▆▆▅▊ ▊▆▍▉▌▋ ▌▌▌▅ ▆█ ▍▊█▄ ▌▌▍▇▅█▆▆▇▌▉█▋ ▆▉▉▇▄▇▄▇▋▌ ▌▅▉▍▊▇ ▌▊ ▇▉▉▅ █▆▋ ▉▆▄▋▆▍▆▇▅▊ ▉▊ ▄▍▆█ ▋▅▍▄▆▉ █▊▌█▆▅▌ ▅▄▅▇▉█▅ ▍▉▉▌▊▋█ ▇▄▋▋▊▅▅ ▌▄█▅▉▍ ▋█ ▌▋▋ ▅▉▍▊▇▆
19 Days Ago
▋▆▉▋ ▇▋▍▄▇ ▍▉▄▅ ▍▍ █▌▊▆ ▇ █▊▆█▊▍█▍ ▌▆▆▋▌▅ ▋▊▌ ▊ ▋▍▄█▆▋▇▆▌█▌▉▇▉▅ ▊▋▄▄ ▄▅▇▆▄ ▆▅▋▋▆▍▅▇▊ ▆▌ ▇▆▄ ██▅█▄▄ ▄▆▍▊▊▆█ ▋▊▋█ ▇▊ ▄▅▅▄▊▄▍ ▆█▍▄
19 Days Ago
▆▍▌▉▌▌ ▉ ▉▆▊▋ ▆██▆ ▌█▍ ▆▍▇█ ▄▅▉▇▉ ▇▉█▌ ▉█▅█ ▉▍▍▉▇▇▅ ▊▊ ▌ ▇▉▇▋█ ▆▅██▉▋▌ ▋▄▉ ▆▆▄▋ ▋▆ ▌▆ ▄▊▌▉█ ▌▊▅▋ █▇▅▋ ▅▉▅▆▋▄▄▊
19 Days Ago
▊▊▅▇█▍▄▄ ▅▆▄ ▉▋▍ ▉▅▄▇ ▆▉▆ ▅▍▋█▊▋ ▊▆ ▊█▆▄ ▅▄▉▅▆ █▌ ▉▌▄▉▆ █▆▇ ▊▆▅▊▋ ▆▇ ▉▋▇▌▋▆▇▌█
19 Days Ago
▅██▅▍▅▊▉▍ ▌▇▋▄█▌▉▊ ▋▆▅▄▍▋█▇▄▌▄▍▌▅▍▊ ▅▋█▇▉▆▆▋▊▉ █▋ ▊▌▇▉▅▄▆ ▍▄▅ ▆▊ ▄▋▍▆▉▊▅▋▇▄▍▊▇▆▄▉▍▇██▇▊▋▅█▉▌▌ ▌▄▊▍▉▌▇ ▋▆▄▆▄▇▊ █▉ ▍▊▅▍▍▋▄▊▊▌▇▇▄▌▋▄▋ ▇▌▆█▍ ▅▉▍▆
19 Days Ago
▊▅▋▍▉▆▅ ▄▌▉▉ ▍▇ ▌▅▍ ▆▅▅▋ ▍▊▉▄▆▇▍ █▋ ▄▋▋▆▄ ▇█▉ ▌▄▊▄▇▍▇▆ ▋▉▇ █▄▌▋ ▆▌▍ ▍▉▊▊
19 Days Ago
▄▆▊▆ ▅▊▌ ▉▉█▇▉▇▇ ▄▄▍▆▄▊▉▍▄ ▄▍██▉▌▊▊▍▄▄ ▇▇▄▌▉▍▋ ▉▆▍ ▊▄▉▇▅▊▉█▄▅▇ ▅▅▊▇▋▅▆▊ ▌▋█▉▇▍▋▄ ▅▋▅ ▍▄▋▄ ▇▌▍▅█▆▄▆▌ ▌▊ ▆▅ ▇▉▌▋█▌ ▇▆▆▉▆ ▇▇ ▊█ ▋▍▆▇█▄▆█▌▄▌█▌ ▉▉▋ ▊▋▉▊▉▌ ▇ █▆▇▌ ▅▇▋▋▄▊▊ ▉▍▉▇▌▅▅ ▄ ▄▋▊ ▇▉▊▊▋▉▉
19 Days Ago
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
22 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
22 Days Ago
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed Much simpler state handling
22 Days Ago
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
23 Days Ago
Colour code handles based on their sub system ownership
23 Days Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
23 Days Ago
Add support for showing sub systems
23 Days Ago
Reset the chair tester
23 Days Ago
Merge from player_model_anim_inspector
23 Days Ago
Merge from parent
23 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?)
23 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
23 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
23 Days Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
23 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
23 Days Ago
▊▆▌█▍▆ ▉▊▆▌ ▊▊▌▅▊▇▍▄▅▌▆▉▋▆▌█▌▉█▄▌
23 Days Ago
▊▊█▄ ▄█▊▊▍▅▆▄ █▄▆▄▄▋▅▅▍ ▄█▉▊▅▅▇▌█▅ ▄▆▅▌▇
23 Days Ago
▄▋▇▇▋▌ ▆▅▉▄ ▍▋█▉
24 Days Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
24 Days Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
24 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)