branchrust_reboot/main/PlayerRigUpdate2cancel
169 Commits over 243 Days - 0.03cph!
Remove sprint controller from L96, transition doesn't look great
More performance improvements to the player censor, only takes 0.02ms now., removed a GetComponentsInChildren
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)
Fixed animation warnings on torch
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
Don't run the sprint sub system on npc's
Merge from melee_subsystem_weapons
Removed on phone animator state and parameter (now handled by subsystems)
Delete PlayerModelReactionEnded state machine component
Remove React layer from player animator, now handled entirely by sub systems
Remove 3 associated parameters
Merge from sprint_subsystem
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)
Merge from torch_implementation_finish
Added a toggle to disable spine IK to animator sub systems
Applied to shopkeeper NPC
Hardcode drop_item gesture to 1s as it's now faster
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
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)
Merge from main (no conflicts)
Fixed gingerbread man corpses throwing errors
Updated position of player model in wanted poster renders
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
Adjust both arms curve on torch attack animations
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
Fixed looping gestures fading out after a single loop (but not actually ending)
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)
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
Better fix, also fixes first frame of weapon being held not looking correct
Fix held entity sub systems not working in builds (torches)
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
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)
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
Fixed player body being visible in first person
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
Fixed wrong item id on ballistic vest
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
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
Replaced the stack of 4 sub systems on the vendor with a single animator controller
Merge from melee_subsystem (just setup on the vanilla torch for now)
Fixed warning spam from ragdolled player models