13,855 Commits over 2,496 Days - 0.23cph!
Fixed gingerbread man corpses throwing errors
Updated position of player model in wanted poster renders
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
Debug readout + removed a log
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
Updated clip and mask on LR
Still not working properly, R-Prop values look incorrect in the sprint animation
Show icons on the marketplace terminals
Experimenting with a HeldEntitySprintModifier new animation sub system
Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show
Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement
Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across
Should only need a simple loop or single frame pose with the r_prop at the right
Added a new Drone Availability Manager entity
Exposes a variety of options for limiting the use of vending machine drones
MarketDrone.drone_disable_in_bad_weather - disables drone purchases in rain or storms
MarketDrone.drone_disable_at_night - disables drone purchases at night
MarketDrone.drone_disable_on_new_wipe - disables drones entirely for the first X hours of a wipe in reatime, defaults to 24h
Adjust both arms curve on torch attack animations
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants
Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped
Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
Fixed looping gestures fading out after a single loop (but not actually ending)
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
Better fix, also fixes first frame of weapon being held not looking correct
Fix held entity sub systems not working in builds (torches)
Apply to motorbike driver seat as well
Sweapped the snowmobile seats over to use an animation subsystem
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
Replaced the UseTwoHandMask parameter on the torch animatior with two new float multipliers (RightArmLayerWeight and BothArmsLayerWeight)
This allows us to fade in and out both arms independedntly and makes it easier to match the fade outs with motion in the clip (ie. mask us fading out both arms by making sure the fade happens while the left arm is moving)
Fixed OverrideAnimationSubSystem having a weight of 0 for a frame if it's Fade In Time is 0
Set Fade In Time on hand hold sub system to 0 to fix torch being out of position for a frame (right arm controller still fades in so it looks nice, the hand snaps to hold though)
Fixed telephone reference on OverrideAnimationSubSystem
Fixed most subsystems not fading out properly on disable
Fixed player body being visible in first person
Merge from codegen_refresh_fix
Manually import the generated code files after running CodeGen instead of calling AssetDatabase.Refresh
No longer need to alt tab out of the editor and back in to compile after running codegen
Keeps legacy behaviour when running in batch mode, let's not mess with builds
Created a new smashable glass entity, spawns gibs when destroyed and turns it's mesh off
Will re-enable the mesh after 10-15 minutes if no players are within 100m
Added debug.respawnallsmashables that respawns all of the smashable objects instantly
Implemented on CarPrefab
Fixed charm picker not working when skins_access was set to 1
Merge from shot_dub_fixes
Added per axis dubbing override tracks (pan/tilt/roll)
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled)
Fixed DoF dubbing changes not recording
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player
LOD0 - Auto
LOD1 - 2 Bones
LOD2/3/4 - 1 Bone
These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible
Might have scraped a quarter of a millisecond in a stress test? Hard to judge
Defaults to on
Fixed wrong item id on ballistic vest
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
Replaced the old gesture based NPC wave with a new state on the child animator
Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers
Makes the process free if no players are around, saves around 0.03ms each invoke
Replaced the stack of 4 sub systems on the vendor with a single animator controller
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Merge from auto_particle_cinematics
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
Merge from melee_subsystem (just setup on the vanilla torch for now)
Exposed and improved mask blend speed
Fixed missing threshold transitions on torch controller