13,612 Commits over 2,741 Days - 0.21cph!
Fix missing world model outline on vampire stake
Add DDraw.hideDdrawDuringDemo, hides all Ddraws during demo playback
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Visual threshold implementation
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
EmissionOffsetStepped is now client only and won't run if the camera is further than 15m away
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
Make a new mask specifically for the aim offset layer
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Cleaned up hand hold parameter handling
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand)
IK disable param is 0 by default, 1 will fully disable that hand's IK
Update rifle reload to reflect new values
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
Disablling spine IK on a held entity will now enable the AimOffset layer
Merge from main (stomp craggy and manifest)
Make arrow renderers children of the bow_root_bone so that it gets turned on/off appropriately during the bow firing animation
Update manifest
Fixed MoveItem error when putting m4 shotgun into auto turret (missing muzzle point)
Confetti cannon takes 3 damage per blast, has 100hp
Poolable
Set up primitive colliders, deploy volumes, bounds, etc
Turn on add_breathe IK pass again
Increase duration of birthday event to run from the 7th to the 16th of December inclusive (is normally just the 11th of December)
🎉🎉🎉
Add support for 2d blend tree, copied over aimOffset layer
Set some newer layers off until we properly enable/disable them at runtime
Update hand hold blend trees
Add left/right hand hold layers
Added Tools/Optimize/ItemModEntities with Planners/Update All and Find All, turns out the new held entity behaviour on every item that uses an ItemModEntity and a planner
Added playerOnlyEntity field to ItemModEntity, prevents HeldEntities being created until the item is actually in a players inventory
Enabled on medical syringe for now for testing
Merge from reduce_warning_spam (editor only)
Remove the states with a period in their name in UI.Inventory.SelectedItem
Comment out the ContextMenu_ConvertPrefab menu item so it doesn't spam menu item warnings
Comment out most of the editor utilities in TmPro.EditorUtilities
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Made new hazmat suit a skin of the regular suit
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Rivals desk steam item setup
Rivals desk drops as burlap sack
Rivals desk now has same crafting costs as computer station
Rivals desk is now in electrical category
Rivals desk now has ground watch component
Add left/right hand hold parameters
Added ability to create blend trees in update script
Added a new PlayerAnimatorControllerUpdate class that automates any additions or changes made to the player animator, can be run via Tools/Animation/Update Player Controller from Main
This way we can always accept the latest changes and just clear any cahnges on this branch, then rerun this tool to get everything up to date
Currently only supports adding parameters
Enable IK on hands layer
Very vague implementation of some roll bones on the forearm helpers, right now it just lerps it's local rotation based on the starting rotation and the rotation of a target transform (in this case the hand)
Implemented on both arms, but it doesn't seem like these bones are skinned so it's hard to say if it's doing anything