userJarryd Campicancel

13,612 Commits over 2,741 Days - 0.21cph!

1 Year Ago
Fix missing world model outline on vampire stake
1 Year Ago
Add DDraw.hideDdrawDuringDemo, hides all Ddraws during demo playback
1 Year Ago
Setup v2, attach to ch47
1 Year Ago
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1 Year Ago
Unsaved
1 Year Ago
Prefab setup
1 Year Ago
Visual threshold implementation
1 Year Ago
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
1 Year Ago
Merge from main
1 Year Ago
EmissionOffsetStepped is now client only and won't run if the camera is further than 15m away
1 Year Ago
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
1 Year Ago
Make a new mask specifically for the aim offset layer
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Cleaned up hand hold parameter handling
1 Year Ago
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
1 Year Ago
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
1 Year Ago
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
1 Year Ago
Disablling spine IK on a held entity will now enable the AimOffset layer
1 Year Ago
Manifest again
1 Year Ago
Merge from main (stomp craggy and manifest)
1 Year Ago
Make arrow renderers children of the bow_root_bone so that it gets turned on/off appropriately during the bow firing animation Update manifest
1 Year Ago
Fixed MoveItem error when putting m4 shotgun into auto turret (missing muzzle point)
1 Year Ago
Confetti cannon takes 3 damage per blast, has 100hp Poolable
1 Year Ago
Set up primitive colliders, deploy volumes, bounds, etc
1 Year Ago
Turn on add_breathe IK pass again
1 Year Ago
Confetti cannon wip
1 Year Ago
Increase duration of birthday event to run from the 7th to the 16th of December inclusive (is normally just the 11th of December) 🎉🎉🎉
1 Year Ago
Add support for 2d blend tree, copied over aimOffset layer Set some newer layers off until we properly enable/disable them at runtime
1 Year Ago
Add breathe layer
1 Year Ago
Update hand hold blend trees
1 Year Ago
Add left/right hand hold layers
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Merge from reduce_warning_spam (editor only)
1 Year Ago
Remove the states with a period in their name in UI.Inventory.SelectedItem
1 Year Ago
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
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Made new hazmat suit a skin of the regular suit
1 Year Ago
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1 Year Ago
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1 Year Ago
Rivals desk steam item setup
1 Year Ago
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
1 Year Ago
Merge from main
1 Year Ago
Add left/right hand hold parameters Added ability to create blend trees in update script
1 Year Ago
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
1 Year Ago
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