userJarryd Campicancel
branchrust_reboot/main/PlayerRigUpdate2cancel

169 Commits over 243 Days - 0.03cph!

32 Days Ago
Remove sprint controller from L96, transition doesn't look great
32 Days Ago
Merge from main
34 Days Ago
More performance improvements to the player censor, only takes 0.02ms now., removed a GetComponentsInChildren
34 Days Ago
Fixed non local players missing some animations for melee weapons Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
34 Days Ago
Fixed animation warnings on torch
35 Days Ago
Typo fix
35 Days Ago
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
35 Days Ago
Don't run the sprint sub system on npc's
35 Days Ago
Merge from melee_subsystem_weapons
35 Days Ago
Removed on phone animator state and parameter (now handled by subsystems)
35 Days Ago
Merge from main
40 Days Ago
Delete PlayerModelReactionEnded state machine component
40 Days Ago
Remove React layer from player animator, now handled entirely by sub systems Remove 3 associated parameters
40 Days Ago
Merge from react_layer
41 Days Ago
Merge from main
41 Days Ago
Merge from sprint_subsystem
41 Days Ago
Delete turnOn and turnOff parameters from PlayerAnimator Delete Turn On and Turn Off states (was only ever used for torches, now handled via sub systems)
41 Days Ago
Merge from torch_implementation_finish
41 Days Ago
Merge from main
48 Days Ago
Merge from main
54 Days Ago
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
54 Days Ago
Hardcode drop_item gesture to 1s as it's now faster
54 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
54 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)
54 Days Ago
Merge from main (no conflicts)
2 Months Ago
Merge from main
2 Months Ago
Fixed gingerbread man corpses throwing errors
2 Months Ago
Updated position of player model in wanted poster renders
2 Months Ago
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
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
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
Possible NRE fix
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
2 Months Ago
Some tooltips
2 Months Ago
Merge from melee_subsystem (just setup on the vanilla torch for now)
2 Months Ago
Fixed warning spam from ragdolled player models