branchrust_reboot/main/animation_ik_jobscancel
21 Commits over 62 Days - 0.01cph!
Fix limb twisting on the wrong axis
slap burst compile attributes on ik modules too
fix merge whitespace issues + nuke old comments
update ik jobs to use safe playables
let subsystems contribute to IK, move shields to it
optim: only add root matrices when we're doing foot IK
run job ik on a single playable graph with two outputs rather than two playable graphs
clean up, move things into a single playerik module rather than 3 different layers, run formatter
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
fix merge error, update ik changes for shield subsystems
optim: merge modules, running a bunch of anim jobs seems stupid expensive
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.
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
Cache estimated velocity in position lerp
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.