userJarryd Campicancel

12,162 Commits over 2,557 Days - 0.20cph!

58 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
58 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
58 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
58 Days Ago
Fixed wrong item id on ballistic vest
58 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
58 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
58 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
58 Days Ago
Some tooltips
58 Days Ago
Merge from auto_particle_cinematics
58 Days Ago
Compile fix
58 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
59 Days Ago
Merge from main
59 Days Ago
Merge from melee_subsystem (just setup on the vanilla torch for now)
59 Days Ago
Exposed and improved mask blend speed
59 Days Ago
Fixed missing threshold transitions on torch controller
59 Days Ago
Fixed controller handles starting at full weight
59 Days Ago
Fixed warning spam from ragdolled player models
59 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
59 Days Ago
Added API to swap avatar masks Switch to full upper body mask during light/extinguish animations
59 Days Ago
WIP melee weapon animation sub system work Run a child controller per weapon
59 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
59 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)
59 Days Ago
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
59 Days Ago
Merge from main Mostly code merges, all auto resolved
2 Months Ago
Subtract 150311
2 Months Ago
Test branch Start from cs 10513 and merge in 150311
2 Months Ago
Fixed broken PlayerModelAnimationInspector after last commit, also added better rendering support for child animator systems
2 Months Ago
Refactored how we create and dispose controller handles, much cleaner Fixes priority not being respected for child animation controllers
2 Months 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
2 Months Ago
Fix NRE when no editor window is selected
2 Months Ago
Fix animator window always opening (only inject the playable dropdown when the window is focused)
2 Months Ago
Merge from main
2 Months Ago
Fixed case where player could get stuck in aiming animation when throwing a grenade
2 Months Ago
Fixed editor performance after merging child animator system
2 Months Ago
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
2 Months 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
2 Months Ago
Add a warning to the state sync editor if the state name is incorrect
2 Months Ago
Fixed lower case Attack on StateSync components (sks and paintball gun)
2 Months Ago
Merge from main
2 Months 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
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