928 Commits over 396 Days - 0.10cph!
Add gradients for rust utk, add them to timeline/options panel
Fix puppets not compiling in client-only mode
merge from shield on back
Turn shield on back into a bind
merge from shield_on_back
...don't allow for toggling it too quickly.
Add `client.shieldonback` setting to keep your shield always on your back rather than taking it out.
Disable gestures on roundabouts/swings
merge from shield anim subsystems
merge from shield anim subsystems
One more fix for the shield on other players
UX changes + polish (animations/highlights/better guides)
Refactor demo controls styling into uss rather than just inline styling big chunks.
merge from shield anim subsystem
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
Move blocking into subsystem too
Assign deepsea islands during prefab post processing so we don't ever have to assign them ourselves.
Restore old UI under `demo.legacyui` cvar, allow multiple animation clips on one track with cross blending, switch UI toggle key to tab.
Puppets, demo player clothing + position overrides.
Add shot director mode, basically the same as demo1 ui camera recording
hook up demo2 UI to the game
Pull in shelve for runtime fbx -> animation clip parsing
More tuning, fix spine twisting, make leg animator glue work better with turn in place
Tweak turn in place settings, add response curves for ads/non ads, hook up playback speed as a parameter so we can bump it up if you're turning fast.
merge from shield_anim_subsystem
Restore player anim controller I went too far with deleting shield states, we still need `shieldBlocking` for lowering hands.
Move shields to subsystems
Fix skinned legs/hands getting culled when using debug cam
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