branchrust_reboot/main/PlayerRigUpdatecancel
73 Commits over 1,096 Days - 0.00cph!
Fully disable the RollBone class (couldn't see it active on the player model but just to rule it out)
Run the update process on a fresh version of the animator from main, fixes all overrides
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
Switched player_model to use standard animator (it was getting set to this at runtime anyway)
Removed some test animator controllers
Client and None compile fixes
Revert fishing rod entity to current version from main, this prefab was broken on this branch
Fix drumkit.deployed and waterbucket.worldmodel changes
Compile fixes, regenerate PlayerAnimation controller
Merge from main (stomped PlayerAnimator and BaseMountable)
Update player controller from main
Merge from PlayerRigUpdate/2022_merge
Compile fixes, player animator update
Merge from main (stomped animator changes, will need to be regenerated)
Updated meta files for new animations
Made a slight change to how we handle the spine offset vector that's declared on weapons
Still not quite working the way we need it (particularly on the head bone), but it is an improvement
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
Make a new mask specifically for the aim offset layer
Cleaned up hand hold parameter handling
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
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
Disablling spine IK on a held entity will now enable the AimOffset layer
Turn on add_breathe IK pass again
Add support for 2d blend tree, copied over aimOffset layer
Set some newer layers off until we properly enable/disable them at runtime
Update hand hold blend trees
Add left/right hand hold layers
Add left/right hand hold parameters
Added ability to create blend trees in update script
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
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
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
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
Moved IK settings on Held entities into a dropdown
Moved disable spine IK and disable head IK into the held entity
Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
Update new avatar meta guid
Merge from PlayerRIgUpdate/unity2021
Codegen
Fixed helicopter IK
Fixed more IK warning spam
Merge from PlayerRigUpdate/sep23merge to PlayerRIgUpdate
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