branchrust_reboot/main/PlayerRigUpdate2cancel
788 Commits over 516 Days - 0.06cph!
Modified skinning on the leather gloves
Updated underwear male/female meshes
Scientist Santa restored in the santa sleigh
Skinning update for paintball overalls
Skinning update for space hazmat
Fixed ice mask/vest not appearing
Updating skinning for female legs
Fixing arm skinning for female player model
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI)
Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree
Fixes patrolling AI jogging in slow motion all the time
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5)
This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement
Updated conditions on player animator match (Walk <-> Swim)
Subtract
147642 (we want duplicated jog animations for better player responsiveness)
Merge from main, no conflicts
Added and set up conditional meshes for wooden armor jacket and pants male and female
Updated ak variants to use custom spine and aim correctly (appears to have rollbacked at some point)
Visibility on heavyplate jacket and pants
Reposed heavyplate jacket, gauntlets and pants, added tshirt and trousers
Fixed duplicated job animations in Body > Walk blend tree
Also reset the walk animations to speed = 1
Bone armour female version update
Fixing skinning for gingerbread man suit
enable screen edge fade on eyeAO materials
add toggle for refraction screen edge fade behavior
Fixing skinning for lumberjack hazmat
Update prefab MetalIceVest
IceMetalChestplate and IceMetalFacemask setup
Fixed scientists using multiple masks at once, now matches main
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene
Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events
This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
Ice metal vest new fbx and setup
Scarecrow head and suit FBX and prefabs
added 3p swimming animations to player anim controller
Tutorial animation updates
edited holster/baclpack positions on salvaged axe entity
assigned salvaged axe holdtype overide controller to entity and exported updated 3p anims
KickHazmat skinning update
3p sitting anims and clips updated
Fixed grenade anim override not using throw animations
Fixed holster info bone name not working if supplied bone was spine4
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead)
Exposed as an accessor for now, not in the inspector
Fixed submarine passenger seat spinning
Fixed snowmobile passenger seats, had to mark sit pose animations as loops
Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
Don't show parachute canopy on legs renderers
Small Backpack clearance update
shortened loop to fix 3p sitting for now (until full mount loop is added)
Updated Ik targets for computer station
Updated Krieg Backpack holster values
Wetsuit female model update