userJarryd Campicancel

13,778 Commits over 2,496 Days - 0.23cph!

Today
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
Today
Add a warning to the state sync editor if the state name is incorrect
Today
Fixed lower case Attack on StateSync components (sks and paintball gun)
Yesterday
Merge from main
Yesterday
Fixed [Button] attributes not working on animation sub systems Added PlayFromStart method to PlayerAnimationHandle Added a new TwoAxisOneShotBend aniamtor sub system, should replace the reactions layer on the animator entirely
Yesterday
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem OneShots now start paused, makes debugging easier Don't show the self component in dropdowns
Yesterday
Merge from AnimationSubSystems
Yesterday
Revert playground
Yesterday
Hooked up telephone animation on deployable telephone Removed OnPhone state and parameter from player animator
Yesterday
Compile fixes
Yesterday
Better node view
Yesterday
Better visualise handles of sub systems in the list view
Yesterday
Added ability to mark a subsystem as affecting the upper body layer only Renamed TelephoneAnimationSubSystem -> OverrideAnimationSubSystem Profiling
Yesterday
Reapplied changes to PlayerModelAnimationInspector
Yesterday
Don't allow non matching types in the sub system dropdown
Yesterday
Merge from parent (use PlayerModelAnimationInspector from main, will reapply changes on this branch)
Yesterday
Fixed missing throw animation on bee grenade hold type Added toggle visible events for bee grenade and beancan
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Don't allow the spraycan to open the reskin menu if the only available skin is the current redirect and the base item is hidden
3 Days Ago
Reapply AnimatorOverrideUpdater Create a new 3p_idle_unarmed_pose - a single frame version of 3p_idle_unarmed Use that on the upper body idle, update all of the overrides accordingly
3 Days Ago
Subtract 150051 (introduced stepping issues)
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3 Days Ago
Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip This automates the process of hooking them all up Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
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Fixed some spraycan regressions when reskinning redirect items
4 Days Ago
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
4 Days Ago
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
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