branchrust_reboot/main/PlayerRigUpdate/bone_jobs/aim_posecancel

40 Commits over 31 Days - 0.05cph!

9 Days Ago
Merge from parent
16 Days Ago
Applied new changes to ak for testing
16 Days Ago
Exposed support for IK hint on left hand
16 Days Ago
Simplified editing process, eliminated a few button presses
16 Days Ago
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
16 Days Ago
Update model components, disable deprecated stuff
16 Days Ago
Updated aim data
16 Days Ago
Fix conflicting right hand aim
24 Days Ago
24 Days Ago
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues. Right hand aim now happens after the aim pose solver and before the left hand IK pass
24 Days Ago
Remove a runtime allocation (will still trigger in the editor for some tooling purposes) Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component
29 Days Ago
29 Days Ago
Burst compile the bone jobs
29 Days Ago
WIP clear held entity button, not working for some reason
29 Days Ago
Fixed pose window always saving data to ADS slot Exposed fields on weapons to declare which aim pose data to use Fixed component not working at runtime, can actually see poses in gameplay now
29 Days Ago
Fixed not being able to edit poses
29 Days Ago
Mask out aim poses on deploy
29 Days Ago
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything) Update the upgrader script to apply these changes
29 Days Ago
Working Left Hand IK implementation
30 Days Ago
WIP left hand IK, still not working
30 Days Ago
Refactor IK to specify right hand, in prep for left hand pass
30 Days Ago
Compile fixes, cleanup
31 Days Ago
Fixed offset not being 1:1
31 Days Ago
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone Still not quite 100% accurate to the authored gun position Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
31 Days Ago
Fixed actual gameplay prefab for testing
32 Days Ago
32 Days Ago
Added support for two sets of data to be loaded onto a pose at once, a default and an alt set The alt set will be used for ADS Supports blending between the two with a weight so we can animate it
32 Days Ago
Merge from parent
33 Days Ago
37 Days Ago
Scene improvements, testing a right hand IK controller for easier placement during editing
37 Days Ago
Use the diff of the pose instead of saaving the whole pose, ensures any zeroed out poses are accurate to the underlying data Added an ADS version of the rifle poses
37 Days Ago
Simplify blend to just work between two closest points, works a lot better
38 Days Ago
Added right arm support
38 Days Ago
Now covers all spine bones
38 Days Ago
First full loop of an editable pose offset with that pose offset being applied at runtime Only affects Spine1 right now, needs more refactoring
38 Days Ago
First pass on runtime component, still not functional
38 Days Ago
More aim fixes
38 Days Ago
More fixes, expose ADS state
39 Days Ago
39 Days Ago
WIP aim pose system, starting with an editor to author poses