useroctocancel
branchrust_reboot/main/animation_ik_jobscancel

21 Commits over 62 Days - 0.01cph!

26 Days Ago
Fix limb twisting on the wrong axis
26 Days Ago
merge from main
32 Days Ago
slap burst compile attributes on ik modules too
32 Days Ago
compile fix
32 Days Ago
bump up max ik distance
32 Days Ago
fix merge whitespace issues + nuke old comments
32 Days Ago
update ik jobs to use safe playables
33 Days Ago
merge from main
40 Days Ago
let subsystems contribute to IK, move shields to it
40 Days Ago
optim: only add root matrices when we're doing foot IK
40 Days Ago
run job ik on a single playable graph with two outputs rather than two playable graphs
40 Days Ago
clean up, move things into a single playerik module rather than 3 different layers, run formatter
40 Days Ago
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
40 Days Ago
fix merge error, update ik changes for shield subsystems
40 Days Ago
update from main
4 Months Ago
optim: merge modules, running a bunch of anim jobs seems stupid expensive
4 Months Ago
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
4 Months Ago
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
4 Months Ago
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
4 Months Ago
Cache estimated velocity in position lerp
4 Months Ago
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.