userJarryd Campicancel
reporust_rebootcancel

13,826 Commits over 2,496 Days - 0.23cph!

Today
Possible NRE fix
Today
Fixed charm picker not working when skins_access was set to 1
Today
Merge from shot_dub_fixes
Today
Added per axis dubbing override tracks (pan/tilt/roll)
Today
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
Today
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Today
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Today
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
Today
Fixed wrong item id on ballistic vest
Today
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
Today
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
Today
Replaced the stack of 4 sub systems on the vendor with a single animator controller
Today
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Today
Some tooltips
Today
Merge from auto_particle_cinematics
Today
Compile fix
Today
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
Yesterday
Merge from main
Yesterday
Merge from melee_subsystem (just setup on the vanilla torch for now)
Yesterday
Exposed and improved mask blend speed
Yesterday
Fixed missing threshold transitions on torch controller
Yesterday
Fixed controller handles starting at full weight
Yesterday
Fixed warning spam from ragdolled player models
Yesterday
Better/more insane way of blending masks, run two concurrent controllers with different masks and blend them in/out Seems to work well, masks the difference in left hand pos
Yesterday
Added API to swap avatar masks Switch to full upper body mask during light/extinguish animations
Yesterday
WIP melee weapon animation sub system work Run a child controller per weapon
Yesterday
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
Yesterday
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)
Yesterday
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
Yesterday
Merge from main Mostly code merges, all auto resolved
5 Days Ago
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6 Days Ago
Subtract 150311
6 Days Ago
Test branch Start from cs 10513 and merge in 150311
7 Days Ago
Fixed broken PlayerModelAnimationInspector after last commit, also added better rendering support for child animator systems
7 Days Ago
Refactored how we create and dispose controller handles, much cleaner Fixes priority not being respected for child animation controllers
7 Days Ago
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
7 Days Ago
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7 Days Ago
Fix NRE when no editor window is selected
7 Days Ago
Fix animator window always opening (only inject the playable dropdown when the window is focused)
7 Days Ago
Merge from main
7 Days Ago
Fixed case where player could get stuck in aiming animation when throwing a grenade
7 Days Ago
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7 Days Ago
Fixed editor performance after merging child animator system
8 Days Ago
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8 Days Ago
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8 Days Ago
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8 Days Ago
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8 Days Ago
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
12 Days Ago
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
12 Days Ago
Add a warning to the state sync editor if the state name is incorrect