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12,205 Commits over 2,557 Days - 0.20cph!

46 Days Ago
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
46 Days Ago
Hardcode drop_item gesture to 1s as it's now faster
46 Days Ago
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
46 Days Ago
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
47 Days Ago
Merge from main (no conflicts)
56 Days Ago
Merge from main
56 Days Ago
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
56 Days Ago
Sphere tank scene is now playable
56 Days Ago
Added a crude oil producer to dome
56 Days Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
57 Days Ago
Merge from main
59 Days Ago
Fixed gingerbread man corpses throwing errors
59 Days Ago
Updated position of player model in wanted poster renders
59 Days Ago
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
60 Days Ago
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
60 Days Ago
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
60 Days Ago
Debug readout + removed a log
60 Days Ago
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
60 Days Ago
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
60 Days Ago
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
2 Months Ago
Show icons on the marketplace terminals
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Adjust both arms curve on torch attack animations
2 Months Ago
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
2 Months Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
2 Months Ago
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)
2 Months Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
2 Months Ago
Better fix, also fixes first frame of weapon being held not looking correct
2 Months Ago
Fix held entity sub systems not working in builds (torches)
2 Months Ago
Apply to motorbike driver seat as well
2 Months Ago
Sweapped the snowmobile seats over to use an animation subsystem
2 Months Ago
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
2 Months Ago
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
2 Months Ago
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)
2 Months Ago
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
2 Months Ago
Fixed player body being visible in first person
2 Months Ago
Merge from codegen_refresh_fix
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Possible NRE fix
2 Months Ago
Fixed charm picker not working when skins_access was set to 1
2 Months Ago
Merge from shot_dub_fixes
2 Months Ago
Added per axis dubbing override tracks (pan/tilt/roll)
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Fixed wrong item id on ballistic vest
2 Months Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
2 Months Ago
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
2 Months Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller