userJarryd Campicancel

12,100 Commits over 2,527 Days - 0.20cph!

49 Days Ago
Merge from melee_subsystem (just setup on the vanilla torch for now)
49 Days Ago
Exposed and improved mask blend speed
49 Days Ago
Fixed missing threshold transitions on torch controller
49 Days Ago
Fixed controller handles starting at full weight
49 Days Ago
Fixed warning spam from ragdolled player models
49 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
49 Days Ago
Added API to swap avatar masks Switch to full upper body mask during light/extinguish animations
49 Days Ago
WIP melee weapon animation sub system work Run a child controller per weapon
49 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
49 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)
49 Days Ago
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
49 Days Ago
Merge from main Mostly code merges, all auto resolved
53 Days Ago
Subtract 150311
53 Days Ago
Test branch Start from cs 10513 and merge in 150311
54 Days Ago
Fixed broken PlayerModelAnimationInspector after last commit, also added better rendering support for child animator systems
54 Days Ago
Refactored how we create and dispose controller handles, much cleaner Fixes priority not being respected for child animation controllers
54 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
54 Days Ago
Fix NRE when no editor window is selected
54 Days Ago
Fix animator window always opening (only inject the playable dropdown when the window is focused)
54 Days Ago
Merge from main
54 Days Ago
Fixed case where player could get stuck in aiming animation when throwing a grenade
54 Days Ago
Fixed editor performance after merging child animator system
55 Days Ago
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
59 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
59 Days Ago
Add a warning to the state sync editor if the state name is incorrect
59 Days Ago
Fixed lower case Attack on StateSync components (sks and paintball gun)
59 Days Ago
Merge from main
60 Days Ago
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
60 Days Ago
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem OneShots now start paused, makes debugging easier Don't show the self component in dropdowns
60 Days Ago
Merge from AnimationSubSystems
60 Days Ago
Revert playground
60 Days Ago
Hooked up telephone animation on deployable telephone Removed OnPhone state and parameter from player animator
60 Days Ago
Compile fixes
60 Days Ago
Better node view
60 Days Ago
Better visualise handles of sub systems in the list view
60 Days Ago
Added ability to mark a subsystem as affecting the upper body layer only Renamed TelephoneAnimationSubSystem -> OverrideAnimationSubSystem Profiling
60 Days Ago
Reapplied changes to PlayerModelAnimationInspector
60 Days Ago
Don't allow non matching types in the sub system dropdown
60 Days Ago
Merge from parent (use PlayerModelAnimationInspector from main, will reapply changes on this branch)
60 Days Ago
Fixed missing throw animation on bee grenade hold type Added toggle visible events for bee grenade and beancan
2 Months Ago
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
2 Months 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
2 Months Ago
Subtract 150051 (introduced stepping issues)
2 Months 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
2 Months Ago
Fixed some spraycan regressions when reskinning redirect items
2 Months Ago
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
2 Months Ago
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
2 Months Ago
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
2 Months Ago
Hacked in a simple way for one shot animations to notify a looping animation to rest, so we don't transition back to a loop half way through (mid yawn) Added property drawer support for referencing animation sub systems, renders them as a dropdown using a new subsystem name field
2 Months Ago
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed Much simpler state handling