userJarryd Campicancel

12,891 Commits over 2,345 Days - 0.23cph!

2 Years Ago
Setup v2, attach to ch47
2 Years Ago
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2 Years Ago
Unsaved
2 Years Ago
Prefab setup
2 Years Ago
Visual threshold implementation
2 Years Ago
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
2 Years Ago
Merge from main
2 Years Ago
EmissionOffsetStepped is now client only and won't run if the camera is further than 15m away
2 Years Ago
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
2 Years Ago
Make a new mask specifically for the aim offset layer
2 Years Ago
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2 Years Ago
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2 Years Ago
Cleaned up hand hold parameter handling
2 Years 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
2 Years Ago
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
2 Years Ago
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
2 Years Ago
Disablling spine IK on a held entity will now enable the AimOffset layer
2 Years Ago
Manifest again
2 Years Ago
Merge from main (stomp craggy and manifest)
2 Years 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
2 Years Ago
Fixed MoveItem error when putting m4 shotgun into auto turret (missing muzzle point)
2 Years Ago
Confetti cannon takes 3 damage per blast, has 100hp Poolable
2 Years Ago
Set up primitive colliders, deploy volumes, bounds, etc
2 Years Ago
Turn on add_breathe IK pass again
2 Years Ago
Confetti cannon wip
2 Years Ago
Increase duration of birthday event to run from the 7th to the 16th of December inclusive (is normally just the 11th of December) 🎉🎉🎉
2 Years Ago
Add support for 2d blend tree, copied over aimOffset layer Set some newer layers off until we properly enable/disable them at runtime
2 Years Ago
Add breathe layer
2 Years Ago
Update hand hold blend trees
2 Years Ago
Add left/right hand hold layers
2 Years 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
2 Years 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
2 Years Ago
Merge from reduce_warning_spam (editor only)
2 Years Ago
Remove the states with a period in their name in UI.Inventory.SelectedItem
2 Years 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
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Made new hazmat suit a skin of the regular suit
2 Years Ago
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2 Years Ago
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2 Years Ago
Rivals desk steam item setup
2 Years 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
2 Years Ago
Merge from main
2 Years Ago
Add left/right hand hold parameters Added ability to create blend trees in update script
2 Years 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
2 Years 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
2 Years Ago
Merge from main 81 prefab merges here so there could be issues, head.male.light00, spraycan.weapon and cake.entity all had unresolvable conflicts so changes on this branch had to be stomped
2 Years Ago
Increase distance to 0.4, 0.35 was a little tough with the rock
2 Years Ago
Enabled long resource forgiveness on concrete pickaxe, stone pickaxe, icepick, diver pickaxe, prototype pickaxe and regular pickaxe Reduced the extra trace distance to 0.35 (was 0.5), still feels helpful