userJarryd Campicancel
branchrust_reboot/main/PlayerRigUpdate2cancel

155 Commits over 243 Days - 0.03cph!

Today
Merge from main
Today
Merge from sprint_subsystem
Today
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)
Today
Merge from torch_implementation_finish
Today
Merge from main
8 Days Ago
Merge from main
14 Days Ago
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
14 Days Ago
Hardcode drop_item gesture to 1s as it's now faster
14 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
14 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)
14 Days Ago
Merge from main (no conflicts)
24 Days Ago
Merge from main
27 Days Ago
Fixed gingerbread man corpses throwing errors
27 Days Ago
Updated position of player model in wanted poster renders
27 Days Ago
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
28 Days Ago
Adjust both arms curve on torch attack animations
28 Days 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
28 Days Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
28 Days 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)
28 Days Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
29 Days Ago
Better fix, also fixes first frame of weapon being held not looking correct
29 Days Ago
Fix held entity sub systems not working in builds (torches)
29 Days Ago
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
29 Days Ago
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
29 Days 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)
29 Days 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
29 Days Ago
Fixed player body being visible in first person
29 Days Ago
Possible NRE fix
30 Days 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
30 Days Ago
Fixed wrong item id on ballistic vest
30 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
30 Days 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
30 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
30 Days Ago
Some tooltips
31 Days Ago
Merge from melee_subsystem (just setup on the vanilla torch for now)
31 Days Ago
Fixed warning spam from ragdolled player models
31 Days Ago
Added static helpers to easily detect and enable/disable stacks of subs systems Sub systems can now be applied to any mountable Sub systems can now be applied to a HeldEntity
31 Days Ago
Replaced the upper body toggle on animator sub systems with a mask field, each system can now be assigned an independent mask If no mask is assigned it will fall back to the full body mask (cannot have no mask at all)
31 Days Ago
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
31 Days Ago
Merge from main Mostly code merges, all auto resolved
36 Days Ago
Fixed broken PlayerModelAnimationInspector after last commit, also added better rendering support for child animator systems
36 Days Ago
Refactored how we create and dispose controller handles, much cleaner Fixes priority not being respected for child animation controllers
36 Days Ago
Update WearableReplacementByRace component, now attaches to a skinned mesh and contains sets of SkinSet<->Mesh Needs to be added to each LOD level individually Added an auto populate button that fills in the sets automatically based on name parsing, saves a lot of tedious clicking
36 Days Ago
Fix NRE when no editor window is selected
36 Days Ago
Fix animator window always opening (only inject the playable dropdown when the window is focused)
36 Days Ago
Fixed editor performance after merging child animator system
37 Days Ago
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
41 Days Ago
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
41 Days Ago
Add a warning to the state sync editor if the state name is incorrect
41 Days Ago
Fixed lower case Attack on StateSync components (sks and paintball gun)