branchrust_reboot/main/PlayerRigUpdate2cancel

1,023 Commits over 546 Days - 0.08cph!

4 Hours Ago
Adjust both arms curve on torch attack animations
Today
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
Today
exported updated 3p sprint animation
Today
Fixed looping gestures fading out after a single loop (but not actually ending)
Today
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Today
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
Today
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
Miner hat emission fix
Yesterday
Better fix, also fixes first frame of weapon being held not looking correct
Yesterday
Fix held entity sub systems not working in builds (torches)
Yesterday
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
Yesterday
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
Yesterday
Replaced the UseTwoHandMask parameter on the torch animatior with two new float multipliers (RightArmLayerWeight and BothArmsLayerWeight) This allows us to fade in and out both arms independedntly and makes it easier to match the fade outs with motion in the clip (ie. mask us fading out both arms by making sure the fade happens while the left arm is moving)
Yesterday
Fixed OverrideAnimationSubSystem having a weight of 0 for a frame if it's Fade In Time is 0 Set Fade In Time on hand hold sub system to 0 to fix torch being out of position for a frame (right arm controller still fades in so it looks nice, the hand snaps to hold though) Fixed telephone reference on OverrideAnimationSubSystem Fixed most subsystems not fading out properly on disable
Yesterday
Fixed player body being visible in first person
Yesterday
Tweaked miners hat to match cap coverage (also fixed NRE on light switch on)
Yesterday
Tweaked boonie hat to match coverage of cap (to reduce hair conditionals needed)
Yesterday
merge from heads_shadow_pass
Yesterday
Updated the subsystem layer weight on the torch
Yesterday
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
Yesterday
edited 3p crouch idle anim
Yesterday
Updated player corpse and temp ragdolls.
Yesterday
Possible NRE fix
2 Days Ago
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
2 Days Ago
Fixed wrong item id on ballistic vest
2 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
2 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
2 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
2 Days Ago
Some tooltips
3 Days Ago
merge from BDU_set
3 Days Ago
Mid length hair male conditional meshes
3 Days Ago
Merge from melee_subsystem (just setup on the vanilla torch for now)
3 Days Ago
Fixed warning spam from ragdolled player models
3 Days Ago
Added static helpers to easily detect and enable/disable stacks of subs systems Sub systems can now be applied to any mountable Sub systems can now be applied to a HeldEntity
3 Days Ago
Replaced the upper body toggle on animator sub systems with a mask field, each system can now be assigned an independent mask If no mask is assigned it will fall back to the full body mask (cannot have no mask at all)
3 Days Ago
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
3 Days Ago
Merge from main Mostly code merges, all auto resolved
3 Days Ago
Female mid-length hair wood helmet replacement meshes
3 Days Ago
Female mid-length hair candle hat replacement
4 Days Ago
Mid length hair hat replacement tests
4 Days Ago
Fix broken LODs on hat.cap
4 Days Ago
LOD3 for midscruffy (uses short beard LOD3 material)
4 Days Ago
Converted short scruffy beard to use new wearable replacement Added average meshes to both beards
4 Days Ago
Added mid-length scruffy beard
6 Days Ago
Assigned Mat to fbx
6 Days Ago
exported edited 3p holdtype jog/run animations from jerrycan to mp5
7 Days Ago
exported edited 3p run anims for holdtypes starting with an E to H
7 Days Ago
exported 3p holdtype animation sets with names beginning C after updating 3p running/jog anims
7 Days Ago
Mortar animations on the v4 rig
7 Days Ago
exported 3p holdtype animation sets with names beginning with A and B after updating 3p running/jog anims. Also set player animation controller timescale for the sprint to 1