userJarryd Campicancel
branchrust_reboot/main/PlayerRigUpdate2/AnimationSubSystemscancel

27 Commits over 0 Days - Infinitycph!

2 Months Ago
Revert playground
2 Months Ago
Hooked up telephone animation on deployable telephone Removed OnPhone state and parameter from player animator
2 Months Ago
Compile fixes
2 Months Ago
Better node view
2 Months Ago
Better visualise handles of sub systems in the list view
2 Months Ago
Added ability to mark a subsystem as affecting the upper body layer only Renamed TelephoneAnimationSubSystem -> OverrideAnimationSubSystem Profiling
2 Months Ago
Reapplied changes to PlayerModelAnimationInspector
2 Months Ago
Don't allow non matching types in the sub system dropdown
2 Months Ago
Merge from parent (use PlayerModelAnimationInspector from main, will reapply changes on this branch)
3 Months Ago
Hacked in a simple way for one shot animations to notify a looping animation to rest, so we don't transition back to a loop half way through (mid yawn) Added property drawer support for referencing animation sub systems, renders them as a dropdown using a new subsystem name field
3 Months Ago
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed Much simpler state handling
3 Months Ago
Colour code handles based on their sub system ownership
3 Months Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
3 Months Ago
Add support for showing sub systems
3 Months Ago
Reset the chair tester
3 Months Ago
Merge from player_model_anim_inspector
3 Months Ago
Merge from parent
3 Months Ago
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
3 Months Ago
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
3 Months Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
3 Months Ago
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range
3 Months Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
3 Months Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
3 Months Ago
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
3 Months Ago
Added a TwoAnimBlend example
3 Months Ago
Add general fade in/out support
3 Months Ago
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem