userJarryd Campicancel
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13,846 Commits over 2,496 Days - 0.23cph!

1 Hour Ago
Show icons on the marketplace terminals
1 Hour Ago
Experimenting with a HeldEntitySprintModifier new animation sub system Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across Should only need a simple loop or single frame pose with the r_prop at the right
2 Hours Ago
Added a new Drone Availability Manager entity Exposes a variety of options for limiting the use of vending machine drones MarketDrone.drone_disable_in_bad_weather - disables drone purchases in rain or storms MarketDrone.drone_disable_at_night - disables drone purchases at night MarketDrone.drone_disable_on_new_wipe - disables drones entirely for the first X hours of a wipe in reatime, defaults to 24h
4 Hours Ago
Adjust both arms curve on torch attack animations
Today
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
Today
Fixed looping gestures fading out after a single loop (but not actually ending)
Today
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Today
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
Yesterday
Better fix, also fixes first frame of weapon being held not looking correct
Yesterday
Fix held entity sub systems not working in builds (torches)
Yesterday
Apply to motorbike driver seat as well
Yesterday
Sweapped the snowmobile seats over to use an animation subsystem
Yesterday
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
Yesterday
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
Yesterday
Replaced the UseTwoHandMask parameter on the torch animatior with two new float multipliers (RightArmLayerWeight and BothArmsLayerWeight) This allows us to fade in and out both arms independedntly and makes it easier to match the fade outs with motion in the clip (ie. mask us fading out both arms by making sure the fade happens while the left arm is moving)
Yesterday
Fixed OverrideAnimationSubSystem having a weight of 0 for a frame if it's Fade In Time is 0 Set Fade In Time on hand hold sub system to 0 to fix torch being out of position for a frame (right arm controller still fades in so it looks nice, the hand snaps to hold though) Fixed telephone reference on OverrideAnimationSubSystem Fixed most subsystems not fading out properly on disable
Yesterday
Fixed player body being visible in first person
Yesterday
Merge from codegen_refresh_fix
Yesterday
Manually import the generated code files after running CodeGen instead of calling AssetDatabase.Refresh No longer need to alt tab out of the editor and back in to compile after running codegen Keeps legacy behaviour when running in batch mode, let's not mess with builds
Yesterday
Created a new smashable glass entity, spawns gibs when destroyed and turns it's mesh off Will re-enable the mesh after 10-15 minutes if no players are within 100m Added debug.respawnallsmashables that respawns all of the smashable objects instantly Implemented on CarPrefab
Yesterday
Possible NRE fix
2 Days Ago
Fixed charm picker not working when skins_access was set to 1
2 Days Ago
Merge from shot_dub_fixes
2 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
2 Days Ago
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
2 Days Ago
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2 Days Ago
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2 Days Ago
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
2 Days Ago
Fixed wrong item id on ballistic vest
2 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
2 Days Ago
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
2 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
2 Days Ago
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2 Days Ago
Some tooltips
2 Days Ago
Merge from auto_particle_cinematics
2 Days Ago
Compile fix
2 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
3 Days Ago
Merge from main
3 Days Ago
Merge from melee_subsystem (just setup on the vanilla torch for now)
3 Days Ago
Exposed and improved mask blend speed
3 Days Ago
Fixed missing threshold transitions on torch controller
3 Days Ago
Fixed controller handles starting at full weight
3 Days Ago
Fixed warning spam from ragdolled player models
3 Days Ago
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
3 Days Ago
Added API to swap avatar masks Switch to full upper body mask during light/extinguish animations
3 Days Ago
WIP melee weapon animation sub system work Run a child controller per weapon
3 Days Ago
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
3 Days Ago
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)
3 Days Ago
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
3 Days Ago
Merge from main Mostly code merges, all auto resolved