userJarryd Campicancel
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144 Commits over 212 Days - 0.03cph!

4 Days Ago
Merge from main
7 Days Ago
Fixed gingerbread man corpses throwing errors
7 Days Ago
Updated position of player model in wanted poster renders
7 Days Ago
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
8 Days Ago
Adjust both arms curve on torch attack animations
8 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
8 Days Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
8 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)
8 Days Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
9 Days Ago
Better fix, also fixes first frame of weapon being held not looking correct
9 Days Ago
Fix held entity sub systems not working in builds (torches)
9 Days Ago
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
9 Days Ago
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
9 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)
9 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
9 Days Ago
Fixed player body being visible in first person
9 Days Ago
Possible NRE fix
10 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
10 Days Ago
Fixed wrong item id on ballistic vest
10 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
10 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
10 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
10 Days Ago
Some tooltips
11 Days Ago
Merge from melee_subsystem (just setup on the vanilla torch for now)
11 Days Ago
Fixed warning spam from ragdolled player models
11 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
11 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)
11 Days Ago
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
11 Days Ago
Merge from main Mostly code merges, all auto resolved
16 Days Ago
Fixed broken PlayerModelAnimationInspector after last commit, also added better rendering support for child animator systems
16 Days Ago
Refactored how we create and dispose controller handles, much cleaner Fixes priority not being respected for child animation controllers
16 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
16 Days Ago
Fix NRE when no editor window is selected
16 Days Ago
Fix animator window always opening (only inject the playable dropdown when the window is focused)
16 Days Ago
Fixed editor performance after merging child animator system
17 Days Ago
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
21 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
21 Days Ago
Add a warning to the state sync editor if the state name is incorrect
21 Days Ago
Fixed lower case Attack on StateSync components (sks and paintball gun)
22 Days Ago
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
22 Days Ago
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem OneShots now start paused, makes debugging easier Don't show the self component in dropdowns
22 Days Ago
Merge from AnimationSubSystems
22 Days Ago
Fixed missing throw animation on bee grenade hold type Added toggle visible events for bee grenade and beancan
23 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
23 Days Ago
Subtract 150051 (introduced stepping issues)
23 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
25 Days Ago
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
29 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?)
31 Days Ago
Compile fix
31 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