userJarryd Campicancel
branchrust_reboot/main/PlayerRigUpdate2cancel

80 Commits over 182 Days - 0.02cph!

Yesterday
Fix player aim getting set incorrectly after switching from a seat with aim support to a seat with no aim support Uses an old hack we did for the snowmobile, apply it across the board now and also trigger it if the mountables animateVehicleAim360 state is changing
Yesterday
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
Yesterday
Merge from main
Yesterday
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
3 Days Ago
Merge from main
4 Days Ago
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
5 Days Ago
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
5 Days Ago
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
5 Days Ago
Merge from main, no conflicts
10 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
11 Days Ago
Beancan override fixes
11 Days Ago
Fixed scientists using multiple masks at once, now matches main
11 Days Ago
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
11 Days Ago
Merge from main
12 Days Ago
Fixed grenade anim override not using throw animations
12 Days Ago
Fixed holster info bone name not working if supplied bone was spine4
12 Days Ago
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead) Exposed as an accessor for now, not in the inspector Fixed submarine passenger seat spinning Fixed snowmobile passenger seats, had to mark sit pose animations as loops Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
12 Days Ago
Don't show parachute canopy on legs renderers
12 Days Ago
Scientist2 and ragdoll now use PlayerModel.fbx as their base for better future compatibility
13 Days Ago
First pass rebuilding Scientist2 prefab with new player model Now embeds the HazmatSuit fbx prefab so should be less likely to break going forwards Updated Scientst2.mp5.anim.override with new animations
13 Days Ago
Merge from main DIrectory conflict on Clothes/vest.metal/vert.metal.female (deleted on this branch presumably to fix the typo?), preserved the delete Many conflicts across clothing and vehicle prefabs due to the Entity Label cleanup, all merged automatically so should be safe
16 Days Ago
VehicleAimYaw parameter is now applied in -1 to 1 space Updated clips on horse seat to match new ranges, looks waaaaay better
17 Days Ago
Don't apply the 0.25s early exit to the gesture viewmodel, still apply it to the third person
17 Days Ago
Added IK targets to microphone stand Added helper SetLeftHandIKTarget/SetRightHandIKTarget methods, would technically be faster than manually setting position and rotation
17 Days Ago
Enable animateVehicleAim360 on horse seats and add a blend tree (just one motion for now)
17 Days Ago
Merge from main Merged prefabs: Mannequin_deployed, huntingtrophysmall/deployed, fishing_rod_entity
18 Days Ago
Mark the position/rotation offset fields on ShieldHeldEntitiyOffset as read only, they should only be applied with the editor button Update butcher knife offset, very minor change
18 Days Ago
Allow spine movement during kick gesture (see forceAllowSpineMovement toggle, we normally don't want spine look during full body gestures)
18 Days Ago
Fixed a bunch of gestures set to loop incorrectly Gestures now start fading out the upper/full body layer 0.25s earlier, so the layer is fully faded out by the time the gesture finishes Prevents the state machine switching to the idle state and still being visible during the fade Fixed spine IK not applying correct weights while in an upper body gesture, fixes slight angle changes when entering/exiting gestures
18 Days Ago
Disabled Has Exit Time on the SItting -> Exit animation state The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts It always did this, but because the default sit animation was a single frame it was unnoticable
18 Days Ago
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
19 Days Ago
Merge from main, lots of conflicts All merged successfully except for syringe, used the version from main as that was recently updated PlayerAnimation controller merged automatically, will need verifying
23 Days Ago
Update SillyHorseMask.Skeleton Add BoneRetarget components to the Neck bones, this was causing bones to go missing during the skin retargeting
27 Days Ago
Disabled read/write on models conflicting in last merge
27 Days Ago
Merge from main Lots of conflicts due to the viewmodel_early_disable_fix and hackweek_server_mesh_cull branches For fbx .meta file conflicts I used the versions on this branch instead of on main, will need to verify that they have r/w turned off
31 Days Ago
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
33 Days Ago
Merge from main No conflicts!
41 Days Ago
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
44 Days Ago
Force the player model to play the deploy animation when switching between entities that use planners
44 Days Ago
Updated held positions for all guitars + bass
44 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
47 Days Ago
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
48 Days Ago
Merge from main Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
52 Days Ago
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate
52 Days Ago
Ballista right hand IK now reflects rotation Updated right hand IK target on static and mobile ballista
52 Days Ago
Remove the ShieldHeldEntityOffset component from the python Add ShieldHeldEntityOffset to HCR
53 Days Ago
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
53 Days Ago
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
53 Days Ago
Fixed import on G note tuba play anim (needs at least 1 frame)
54 Days Ago
Merge from main Conflict on building_planner.entity, auto resolved