userJarryd Campicancel

13,863 Commits over 2,496 Days - 0.23cph!

18 Days Ago
Merge from parent (use PlayerModelAnimationInspector from main, will reapply changes on this branch)
18 Days Ago
Fixed missing throw animation on bee grenade hold type Added toggle visible events for bee grenade and beancan
19 Days Ago
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19 Days 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
19 Days 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
19 Days Ago
Subtract 150051 (introduced stepping issues)
19 Days Ago
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19 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
20 Days Ago
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20 Days Ago
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20 Days Ago
Fixed some spraycan regressions when reskinning redirect items
20 Days Ago
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
20 Days Ago
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
21 Days Ago
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21 Days Ago
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
24 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
24 Days Ago
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed Much simpler state handling
24 Days Ago
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
25 Days Ago
Colour code handles based on their sub system ownership
25 Days Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
25 Days Ago
Add support for showing sub systems
25 Days Ago
Reset the chair tester
25 Days Ago
Merge from player_model_anim_inspector
25 Days Ago
Merge from parent
25 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?)
25 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
25 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