userJarryd Campicancel
branchrust_reboot/main/PlayerRigUpdatecancel

73 Commits over 1,096 Days - 0.00cph!

25 Days Ago
Fully disable the RollBone class (couldn't see it active on the player model but just to rule it out)
50 Days Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
50 Days Ago
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
50 Days Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
52 Days Ago
Update player animator
52 Days Ago
More merge fixes
52 Days Ago
Client and None compile fixes
52 Days Ago
Merge fixes
52 Days Ago
Merge from main
2 Months Ago
Merge from main
3 Months Ago
Revert fishing rod entity to current version from main, this prefab was broken on this branch
3 Months Ago
Merge from main
4 Months Ago
Fix drumkit.deployed and waterbucket.worldmodel changes
4 Months Ago
Compile fixes, regenerate PlayerAnimation controller
4 Months Ago
Merge from main (stomped PlayerAnimator and BaseMountable)
6 Months Ago
Update player controller from main
6 Months Ago
Meta changes
6 Months Ago
Merge from PlayerRigUpdate/2022_merge
8 Months Ago
Compile fixes, player animator update
8 Months Ago
Merge from main (stomped animator changes, will need to be regenerated)
10 Months Ago
Updated meta files for new animations
10 Months Ago
Merge from main
12 Months Ago
Made a slight change to how we handle the spine offset vector that's declared on weapons Still not quite working the way we need it (particularly on the head bone), but it is an improvement
12 Months Ago
Merge from main
12 Months Ago
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
12 Months Ago
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
12 Months Ago
Make a new mask specifically for the aim offset layer
12 Months Ago
Cleaned up hand hold parameter handling
12 Months Ago
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand) IK disable param is 0 by default, 1 will fully disable that hand's IK Update rifle reload to reflect new values
12 Months Ago
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
12 Months Ago
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
1 Year Ago
Disablling spine IK on a held entity will now enable the AimOffset layer
1 Year Ago
Turn on add_breathe IK pass again
1 Year Ago
Add support for 2d blend tree, copied over aimOffset layer Set some newer layers off until we properly enable/disable them at runtime
1 Year Ago
Add breathe layer
1 Year Ago
Update hand hold blend trees
1 Year Ago
Add left/right hand hold layers
1 Year Ago
Add left/right hand hold parameters Added ability to create blend trees in update script
1 Year Ago
Added a new PlayerAnimatorControllerUpdate class that automates any additions or changes made to the player animator, can be run via Tools/Animation/Update Player Controller from Main This way we can always accept the latest changes and just clear any cahnges on this branch, then rerun this tool to get everything up to date Currently only supports adding parameters
1 Year Ago
Enable IK on hands layer Very vague implementation of some roll bones on the forearm helpers, right now it just lerps it's local rotation based on the starting rotation and the rotation of a target transform (in this case the hand) Implemented on both arms, but it doesn't seem like these bones are skinned so it's hard to say if it's doing anything
1 Year Ago
Merge from main 81 prefab merges here so there could be issues, head.male.light00, spraycan.weapon and cake.entity all had unresolvable conflicts so changes on this branch had to be stomped
1 Year Ago
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
1 Year Ago
Moved IK settings on Held entities into a dropdown Moved disable spine IK and disable head IK into the held entity Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
1 Year Ago
Update new avatar meta guid
1 Year Ago
Merge from PlayerRIgUpdate/unity2021
1 Year Ago
Codegen Fixed helicopter IK Fixed more IK warning spam
1 Year Ago
Merge from PlayerRigUpdate/sep23merge to PlayerRIgUpdate
1 Year Ago
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1 Year Ago
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2 Years Ago
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