userJarryd Campicancel
branchrust_reboot/main/PlayerRigUpdate2cancel

169 Commits over 243 Days - 0.03cph!

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