branchrust_reboot/main/PlayerRigUpdate2cancel
169 Commits over 243 Days - 0.03cph!
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
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)
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
Merge from main
Mostly code merges, all auto resolved
Fixed broken PlayerModelAnimationInspector after last commit, also added better rendering support for child animator systems
Refactored how we create and dispose controller handles, much cleaner
Fixes priority not being respected for child animation controllers
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
Fix NRE when no editor window is selected
Fix animator window always opening (only inject the playable dropdown when the window is focused)
Fixed editor performance after merging child animator system
Merge from main
Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
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
Add a warning to the state sync editor if the state name is incorrect
Fixed lower case Attack on StateSync components (sks and paintball gun)
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
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem
OneShots now start paused, makes debugging easier
Don't show the self component in dropdowns
Merge from AnimationSubSystems
Fixed missing throw animation on bee grenade hold type
Added toggle visible events for bee grenade and beancan
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
Subtract
150051 (introduced stepping issues)
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
Merge from main
Cannon.cs and PlayerModel.cs conflicted, auto merged
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?)
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
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
Enable single frame parenting for AK mag drop effects
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
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
Fixed player heads not appearing on small hunting trophy
WIP fix for mounting players to small trophy
Fix NRE, still not appearing though
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
Merge from main (no conflicts)
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
Fixed end of tutorial cinematic
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
Increase walk speed animation to 1.5 (was 1.2)
Merge from main (no conflicts)
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
Reassign all animations on Scientist2 controller to new player model anims
Still some issues while spriting, but no weapon issues
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
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
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)
Subtract
147642 (we want duplicated jog animations for better player responsiveness)
Merge from main, no conflicts
Fixed duplicated job animations in Body > Walk blend tree
Also reset the walk animations to speed = 1