13,765 Commits over 2,466 Days - 0.23cph!
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
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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)
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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
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Fixed some spraycan regressions when reskinning redirect items
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
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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?)