userJarryd Campicancel
branchrust_reboot/main/PlayerRigUpdate2cancel

169 Commits over 243 Days - 0.03cph!

3 Months 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
3 Months 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)
3 Months Ago
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
3 Months Ago
Merge from main Mostly code merges, all auto resolved
3 Months Ago
Fixed broken PlayerModelAnimationInspector after last commit, also added better rendering support for child animator systems
3 Months Ago
Refactored how we create and dispose controller handles, much cleaner Fixes priority not being respected for child animation controllers
3 Months 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
3 Months Ago
Fix NRE when no editor window is selected
3 Months Ago
Fix animator window always opening (only inject the playable dropdown when the window is focused)
3 Months Ago
Fixed editor performance after merging child animator system
3 Months Ago
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
3 Months 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
3 Months Ago
Add a warning to the state sync editor if the state name is incorrect
3 Months Ago
Fixed lower case Attack on StateSync components (sks and paintball gun)
3 Months 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
3 Months Ago
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem OneShots now start paused, makes debugging easier Don't show the self component in dropdowns
3 Months Ago
Merge from AnimationSubSystems
3 Months Ago
Fixed missing throw animation on bee grenade hold type Added toggle visible events for bee grenade and beancan
3 Months 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
3 Months Ago
Subtract 150051 (introduced stepping issues)
3 Months 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
4 Months Ago
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
4 Months 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?)
4 Months Ago
Compile fix
4 Months 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
4 Months Ago
Fixed broken NVG sounds
4 Months Ago
New StateSync component for weapon animators Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
4 Months Ago
Enable single frame parenting for AK mag drop effects
4 Months Ago
HMLMG mag drop now detaches from parent and plays in world space Fixes mag being affected by weapon position/rotation of gun and motion blur issues
4 Months Ago
Merge from main, many conflicts Auto resolved all code changes except for BallistaGun, used IK handling on this branch Auto resolved all prefab changes except for salvaged_cleaver.entity, used the holster position/rotation on this branch
4 Months Ago
Fixed player heads not appearing on small hunting trophy
4 Months Ago
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
4 Months Ago
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
4 Months Ago
Merge from main (no conflicts)
4 Months Ago
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
4 Months Ago
Fixed end of tutorial cinematic
4 Months Ago
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
4 Months Ago
Increase walk speed animation to 1.5 (was 1.2)
4 Months Ago
Merge from main (no conflicts)
4 Months Ago
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
4 Months Ago
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
4 Months Ago
Merge from main
4 Months Ago
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
4 Months Ago
Merge from main
4 Months 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
4 Months 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)
4 Months Ago
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
4 Months Ago
Merge from main, no conflicts
4 Months Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
4 Months Ago
Beancan override fixes