userJarryd Campicancel

12,029 Commits over 2,527 Days - 0.20cph!

45 Days Ago
Fixed editor performance after merging child animator system
46 Days Ago
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
49 Days Ago
New ChildAnimatorSubSystem Runs an entirely independent controller Has it's own weight, can target specific layers, etc Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
50 Days Ago
Add a warning to the state sync editor if the state name is incorrect
50 Days Ago
Fixed lower case Attack on StateSync components (sks and paintball gun)
50 Days Ago
Merge from main
50 Days Ago
Fixed [Button] attributes not working on animation sub systems Added PlayFromStart method to PlayerAnimationHandle Added a new TwoAxisOneShotBend aniamtor sub system, should replace the reactions layer on the animator entirely
50 Days Ago
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem OneShots now start paused, makes debugging easier Don't show the self component in dropdowns
50 Days Ago
Merge from AnimationSubSystems
50 Days Ago
Revert playground
50 Days Ago
Hooked up telephone animation on deployable telephone Removed OnPhone state and parameter from player animator
50 Days Ago
Compile fixes
50 Days Ago
Better node view
50 Days Ago
Better visualise handles of sub systems in the list view
50 Days Ago
Added ability to mark a subsystem as affecting the upper body layer only Renamed TelephoneAnimationSubSystem -> OverrideAnimationSubSystem Profiling
51 Days Ago
Reapplied changes to PlayerModelAnimationInspector
51 Days Ago
Don't allow non matching types in the sub system dropdown
51 Days Ago
Merge from parent (use PlayerModelAnimationInspector from main, will reapply changes on this branch)
51 Days Ago
Fixed missing throw animation on bee grenade hold type Added toggle visible events for bee grenade and beancan
51 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
51 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
51 Days Ago
Subtract 150051 (introduced stepping issues)
52 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
53 Days Ago
Fixed some spraycan regressions when reskinning redirect items
53 Days Ago
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
53 Days Ago
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
54 Days Ago
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
56 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
56 Days Ago
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed Much simpler state handling
57 Days Ago
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
57 Days Ago
Colour code handles based on their sub system ownership
57 Days Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
57 Days Ago
Add support for showing sub systems
57 Days Ago
Reset the chair tester
57 Days Ago
Merge from player_model_anim_inspector
57 Days Ago
Merge from parent
57 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?)
57 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
57 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
58 Days Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
58 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
58 Days Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
58 Days Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
58 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)
58 Days Ago
Added a TwoAnimBlend example
58 Days Ago
Add general fade in/out support
58 Days Ago
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
59 Days Ago
Merge from elevator_fixes_apr_26
59 Days Ago
Allow elevator cables to update while offscreen
59 Days Ago
Some new Light LOD system tests