branchrust_reboot/main/media_projectscancel
105 Commits over 1,461 Days - 0.00cph!
Move custom demo systems to a new partial script to reduce conflicts when merging from main
Fix hi res screenshots not properly adjusting dof
Fixed duplicate takingScreenshot fields
Don't run regular dof update when taking screenshot (regardless of DofExposer state)
Fix standard game dof controller interfering with dof values during a hi res screenshot while the dof exposer is active
Fix NRE's when taking hi res screenshots
Disable submarine dof layer on screenshot camera, was conflicting with the DofExposer
Fix DofExposer losing settings during scene save/load
Add Tools/Cinematic/Lock Camera tool that snapshots the current position/rotation of a camera and locks the scene camera to that offset. Makes tracking objects in animations in the scene view a lot easier
Hi res screenshot convar should now be compatible with dof exposer
Rework relative midi knob bindings
Remove some debug stuff I left in
Relative midi knob bindings are now applied via midiconvar.BindKnobRelative (eg. midiconvar.BindKnobRelative 1 1 dof_focus_dist 0.5)
Add support for relative midi knob bindings
When enabled takes the delta of the knob movement and increases/decreases the assigned convar instead of mapping it in a 0-1 range
The minimum value of the binding is used as the speed multiplier
Can be enabled when adding a binding by adding true to the end of the binding (eg."midiconvar.bindknob 1 1 graphics.dof_focus_dist 0.1 0 true")
Will only work on float convars
Properly export normal map
Fixed some textures being exported with wrong colours
Added an option to dump materials of the selected gameobjects (Tools/Cinematic/Dump materials...)
Uses a new MaterialDumps folder in the assets folder
Dumps all textures as well so it can be used on a renderer using a downloaded skin
Added a debug option to the DofExposer script to toggle debug dof visualisation in edit mode
OB "Object Placer" Tool from Asset Store
Add new DOF exposer component that exposes relevant DOF values to be keyframed by animation tools
Updated saveShotAsAnim convar to write out DOF curves to this new component
Update animation save path
Added demo.saveshotasanim to save a demo shot into a unity animation (for use in a timeline)
Has to be run while in the demo that the shot belongs to
Exports position/rotation/fov of camera (not dof as it can't be animated via animation curve at the moment)
Clips created via camera recording convars will no longer be marked as legacy animations
Strip LODS option now removes any component that isn't a Mesh/Collider/Animator
Added tool to remove all LODS (preserving LOD0) on selected gameobjects (Tools/Cinematic/Strip LODS of selected)
Fixed exception when running copy selected player with nothing selected
Add menu option to copy selected player model (local player option is still available)
Add debug.copyLocalPlayer convar
Newly copied player is now called PlayerClone instead of full hierarchy
Added a new DemoTimelineController component that syncs the demo time to the timeline
Left in the demo track class as it's a useful way of sizing timelines to the demo length, though the class no longer does anything at runtime
Add a new DemoTrack Timeline class
Accepts a demo name and can auto size to the demo length
When a demo is playing back the track will attempt to keep the demo in sync with the timeline
Updated timeline package to 1.6.2
Don't overwrite materials when saving new materials, append a number
Added Tools/Cinematic/Copy Player that copies the current player model into a static mesh, ready to be prefabbed
Copies and applies the various material property blocks so skin and hair colours are applied (hair colours still have some issues)
Saves materials into root Assets directory
Added global.underwater_cinematic convar that keeps select particle systems and screen effects enabled but disables others for underwater footage capture
Manually cherry pick gib scrubbing fix
Merge from cameraswitching