userJarryd Campicancel

12,122 Commits over 2,527 Days - 0.20cph!

2 Months Ago
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem OneShots now start paused, makes debugging easier Don't show the self component in dropdowns
2 Months Ago
Merge from AnimationSubSystems
2 Months Ago
Revert playground
2 Months Ago
Hooked up telephone animation on deployable telephone Removed OnPhone state and parameter from player animator
2 Months Ago
Compile fixes
2 Months Ago
Better node view
2 Months Ago
Better visualise handles of sub systems in the list view
2 Months Ago
Added ability to mark a subsystem as affecting the upper body layer only Renamed TelephoneAnimationSubSystem -> OverrideAnimationSubSystem Profiling
2 Months Ago
Reapplied changes to PlayerModelAnimationInspector
2 Months Ago
Don't allow non matching types in the sub system dropdown
2 Months Ago
Merge from parent (use PlayerModelAnimationInspector from main, will reapply changes on this branch)
2 Months 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
2 Months Ago
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
2 Months Ago
Colour code handles based on their sub system ownership
2 Months Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
2 Months Ago
Add support for showing sub systems
2 Months Ago
Reset the chair tester
2 Months Ago
Merge from player_model_anim_inspector
2 Months Ago
Merge from parent
2 Months Ago
Merge from main Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
2 Months Ago
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
2 Months Ago
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
2 Months Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
2 Months Ago
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range
2 Months Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
2 Months Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
2 Months Ago
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
2 Months Ago
Added a TwoAnimBlend example
2 Months Ago
Add general fade in/out support
2 Months Ago
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
2 Months Ago
Merge from elevator_fixes_apr_26
2 Months Ago
Allow elevator cables to update while offscreen
2 Months Ago
Some new Light LOD system tests
2 Months Ago
Merge from elevator_fixes_apr_26
2 Months Ago
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
2 Months Ago
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
2 Months Ago
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
2 Months Ago
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
2 Months Ago
Compile fix
2 Months Ago
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers Fixed incorrect animations on the smoke grenade and firecracker animation overrides