741 Commits over 365 Days - 0.08cph!
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.
cache bounds, still kinda slow
Add flailing, turn down launch boost a bit, ignore swing collisions
Add a way for players to launch themselves from swings when dismounting, bump up swing acceleration by 20%
enable leg animator for continous turns
split look ik weight into horizontal/vertical to fix looking up neck issues, clean up
Fix turning still being active while moving, add head/spine limits to fix weird neck issues when aiming straight up + make turn in place more natural
fix turn anim blending, they were previously blending between all anims rather than just the closest two angles
Disable wielding items on swings/roundabout
Styling fixes for search/scrub/filtering
redo flat view, it was mostly unusable before
Add scrub slider similar to the one in frame debugger
skip automatic preview diffing when there are more than hundreds of textures to diff, it's super slow
Fix frame debugger capturing empty data and not capturing previews when there are a lot of events
Arm weight IK, needs more param tweaks
implement actual turn in place on the player animation controller with blend trees
Add an alternative frame debugger window that lets us save/load back captures, diff and create summaries .
merge from apartment_complex_monument
Fix collider parenting on roundabouts, s2p
Fix dismounts being too low into the ground on swings/roundabouts, re-run s2p
merge roundabout changes from monument complex
Implement swing/roundabout animations, cleanup, more manifest updates
update from apartment_monument_complex
merge functional roundabouts + swings
optimize, fix camera jitter on swings
Make roundabouts work with the new 2 part model, interpolate swing
Make roundabout functional, rebuild manifest
merge from cannon_mortars_subsystems
Fix mortars getting stuck in firing loops in demos
Fix multiple meshes in one lod group not registering as individual meshes
Add bonerenderer baker + conversion components.
Converts non-deforming skinned meshes to normal meshes and attaches them to transforms.
merge from optim_bonerenderer
Add mesh.list_skinned to dump a csv of all active skinned meshes
Add monument type filters to SpawnFilter, add metal detector spawns to lake/canyons/oasis
Add PNG sequence/MP4/Prores demo exporter
Add linear/cubic spline camera math utils/jobs