12,029 Commits over 2,527 Days - 0.20cph!
Fixed editor performance after merging child animator system
Merge from main
Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
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
Add a warning to the state sync editor if the state name is incorrect
Fixed lower case Attack on StateSync components (sks and paintball gun)
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
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem
OneShots now start paused, makes debugging easier
Don't show the self component in dropdowns
Merge from AnimationSubSystems
Hooked up telephone animation on deployable telephone
Removed OnPhone state and parameter from player animator
Better visualise handles of sub systems in the list view
Added ability to mark a subsystem as affecting the upper body layer only
Renamed TelephoneAnimationSubSystem -> OverrideAnimationSubSystem
Profiling
Reapplied changes to PlayerModelAnimationInspector
Don't allow non matching types in the sub system dropdown
Merge from parent (use PlayerModelAnimationInspector from main, will reapply changes on this branch)
Fixed missing throw animation on bee grenade hold type
Added toggle visible events for bee grenade and beancan
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
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
Subtract
150051 (introduced stepping issues)
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
Fixed some spraycan regressions when reskinning redirect items
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
Merge from main
Cannon.cs and PlayerModel.cs conflicted, auto merged
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
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed
Much simpler state handling
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
Colour code handles based on their sub system ownership
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
Add support for showing sub systems
Merge from player_model_anim_inspector
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?)
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
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
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
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
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
Added an example OneShotAnimationSubSystem for handling event driven animations
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)
Added a TwoAnimBlend example
Add general fade in/out support
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
Merge from elevator_fixes_apr_26
Allow elevator cables to update while offscreen
Some new Light LOD system tests