userJarryd Campicancel
branchrust_reboot/main/PlayerRigUpdate2cancel

108 Commits over 212 Days - 0.02cph!

Today
New ChildAnimatorSubSystem Runs an entirely independent controller Has it's own weight, can target specific layers, etc Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
Today
Add a warning to the state sync editor if the state name is incorrect
Today
Fixed lower case Attack on StateSync components (sks and paintball gun)
Yesterday
Fixed [Button] attributes not working on animation sub systems Added PlayFromStart method to PlayerAnimationHandle Added a new TwoAxisOneShotBend aniamtor sub system, should replace the reactions layer on the animator entirely
Yesterday
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem OneShots now start paused, makes debugging easier Don't show the self component in dropdowns
Yesterday
Merge from AnimationSubSystems
Yesterday
Fixed missing throw animation on bee grenade hold type Added toggle visible events for bee grenade and beancan
2 Days Ago
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
3 Days Ago
Subtract 150051 (introduced stepping issues)
3 Days Ago
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
5 Days Ago
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
9 Days Ago
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?)
11 Days Ago
Compile fix
11 Days Ago
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers Fixed incorrect animations on the smoke grenade and firecracker animation overrides
11 Days Ago
Fixed broken NVG sounds
11 Days Ago
New StateSync component for weapon animators Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
11 Days Ago
Enable single frame parenting for AK mag drop effects
11 Days Ago
HMLMG mag drop now detaches from parent and plays in world space Fixes mag being affected by weapon position/rotation of gun and motion blur issues
12 Days Ago
Merge from main, many conflicts Auto resolved all code changes except for BallistaGun, used IK handling on this branch Auto resolved all prefab changes except for salvaged_cleaver.entity, used the holster position/rotation on this branch
16 Days Ago
Fixed player heads not appearing on small hunting trophy
17 Days Ago
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
18 Days Ago
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
18 Days Ago
Merge from main (no conflicts)
19 Days Ago
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
19 Days Ago
Fixed end of tutorial cinematic
19 Days Ago
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
19 Days Ago
Increase walk speed animation to 1.5 (was 1.2)
19 Days Ago
Merge from main (no conflicts)
22 Days Ago
Fix player aim getting set incorrectly after switching from a seat with aim support to a seat with no aim support Uses an old hack we did for the snowmobile, apply it across the board now and also trigger it if the mountables animateVehicleAim360 state is changing
22 Days Ago
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
22 Days Ago
Merge from main
22 Days Ago
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
23 Days Ago
Merge from main
24 Days Ago
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
25 Days Ago
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
25 Days Ago
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
25 Days Ago
Merge from main, no conflicts
30 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
31 Days Ago
Beancan override fixes
31 Days Ago
Fixed scientists using multiple masks at once, now matches main
31 Days Ago
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
31 Days Ago
Merge from main
31 Days Ago
Fixed grenade anim override not using throw animations
32 Days Ago
Fixed holster info bone name not working if supplied bone was spine4
32 Days Ago
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead) Exposed as an accessor for now, not in the inspector Fixed submarine passenger seat spinning Fixed snowmobile passenger seats, had to mark sit pose animations as loops Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
32 Days Ago
Don't show parachute canopy on legs renderers
32 Days Ago
Scientist2 and ragdoll now use PlayerModel.fbx as their base for better future compatibility
33 Days Ago
First pass rebuilding Scientist2 prefab with new player model Now embeds the HazmatSuit fbx prefab so should be less likely to break going forwards Updated Scientst2.mp5.anim.override with new animations
33 Days Ago
Merge from main DIrectory conflict on Clothes/vest.metal/vert.metal.female (deleted on this branch presumably to fix the typo?), preserved the delete Many conflicts across clothing and vehicle prefabs due to the Entity Label cleanup, all merged automatically so should be safe
36 Days Ago
VehicleAimYaw parameter is now applied in -1 to 1 space Updated clips on horse seat to match new ranges, looks waaaaay better