1,009 Commits over 457 Days - 0.09cph!
merge from animation_ik_jobs
slap burst compile attributes on ik modules too
merge from animation_ik_jobs
merge from animation_ik_jobs
fix merge whitespace issues + nuke old comments
update ik jobs to use safe playables
merge playable_fixes to main
add a wrapper for all playable calls
add nullcheck for `playable is invalid` error kicking players out
Fix throwing 3p anim still playing when switching between items
add turn settle/slide/spin. (spin needs gain controls, basically useless for now - so off.)
add gizmos, convars for tuning, rewrite to use anim clips rather than blending between them. looks a lot better but still needs to handle slide + extra step and direction switching
fixes for remaining LOD component pooling issues, add tests
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
fixed pooled renderer lods using lod0 materials on other lods. refactor toSet param since its no longer used.
fix staying lods staying active when pooling
fix train headlight beams pooling, add it to tests
Fix traincaraudio not having a reset state
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strip all the blending shit, idle just works
hook up igniting/throwing for flare in 3rd person, offset the spawn position of flares
player model animation inspector changes:
- make timeline tab default
- add ik rows
- fix toolbar requiring way too much space,
- let frame details be shrunk to almost nothing, in a lot of cases you just need to overall view.
Fix fadeout when going from one deploy animation to another
fix scrollbar styling and presets being cut off in editor curve ui
fix train pooling errors, add them back to tests
statesync tests for events not firing if they're on frame 0
merge vehicle pooling to main
Strip occlusion culling from the dolly preview too
disable wheel colliders on the client during preprocessing so they don't spam errors during pool prewarm