branchrust_reboot/main/PlayerRigUpdate2cancel
169 Commits over 243 Days - 0.03cph!
Fixed scientists using multiple masks at once, now matches main
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
Fixed grenade anim override not using throw animations
Fixed holster info bone name not working if supplied bone was spine4
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
Don't show parachute canopy on legs renderers
Scientist2 and ragdoll now use PlayerModel.fbx as their base for better future compatibility
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
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
VehicleAimYaw parameter is now applied in -1 to 1 space
Updated clips on horse seat to match new ranges, looks waaaaay better
Don't apply the 0.25s early exit to the gesture viewmodel, still apply it to the third person
Added IK targets to microphone stand
Added helper SetLeftHandIKTarget/SetRightHandIKTarget methods, would technically be faster than manually setting position and rotation
Enable animateVehicleAim360 on horse seats and add a blend tree (just one motion for now)
Merge from main
Merged prefabs: Mannequin_deployed, huntingtrophysmall/deployed, fishing_rod_entity
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
Allow spine movement during kick gesture (see forceAllowSpineMovement toggle, we normally don't want spine look during full body gestures)
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
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
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
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
Update SillyHorseMask.Skeleton
Add BoneRetarget components to the Neck bones, this was causing bones to go missing during the skin retargeting
Disabled read/write on models conflicting in last merge
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
Regenerate player.skeleton asset, was causing an exception in manifest builds
Hopefully explains missing guids in builds
Merge from main
No conflicts!
Merge from main
Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
Force the player model to play the deploy animation when switching between entities that use planners
Updated held positions for all guitars + bass
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
Merge from main
Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate
Ballista right hand IK now reflects rotation
Updated right hand IK target on static and mobile ballista
Remove the ShieldHeldEntityOffset component from the python
Add ShieldHeldEntityOffset to HCR
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
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
Fixed import on G note tuba play anim (needs at least 1 frame)
Merge from main
Conflict on building_planner.entity, auto resolved
Merge from main
Conflicts auto resolved on: Rowboat.prefab, Cannon.deployed.prefab, paintballgun.entitiy.prefab, HeldEntity.cs, HeldEntity.Client.cs, PlayerModel.cs
Changed cowbell AnimationCrossfadeDuration to 0 (was 0.1)
Fixes majority of cowbell animation getting lost in the transition (affected the old player model as well)
Updated the trumpet_idle_play anim in the PlayerAnimator to point to the new trumpet_idle_play anim
Override controllers override clips and not states so this broke all of the other instruments, reapplied idle animations on guitar, cowbell, flute, tambourine and tuba
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim
Fixes double fire anim
Also fixed the jerry can guitar
Fixed acoustic guitar deploy model
Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
Only play the cassette recorder attack anim when playing, not stopping
Swap record and play overrides in the hold type
Updated hold position of tuba, got zeroed out for some reason
Updated holdtype.xylophone
Updated mallet hand positions on xylophone
xylophone.deployed.static is now a prefab variant of the original
Remove some sockets from the static verison