branchrust_reboot/main/PlayerRigUpdate2cancel
924 Commits over 516 Days - 0.07cph!
added 3p upperbody state anim clips
updated 3p pickup & drop anim clip lengths
set 3p card game anim to loop
edited 3p minicopter and generic sit idle anims
set 3p zipline anims to loop and anim edited
edited ik hand/feet positions on magnet crane entity and sled ik hand/feet positions on sled seat prefabs
Fixing player male legs skinning
Adding military idle animation set
exported updated 3p ak47 and rock run anims
Reapply AnimatorOverrideUpdater
Create a new 3p_idle_unarmed_pose - a single frame version of 3p_idle_unarmed
Use that on the upper body idle, update all of the overrides accordingly
Subtract
150051 (introduced stepping issues)
Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator
Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip
This automates the process of hooking them all up
Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
updated 3p c4 holdtype run/jog clips so they play correctly
Updated a variety of drop mag effects to single frame parenting & setting simulation space to world (instead of local)
Updating ghost sheet skinning
set crouch n ne and nw speed to 1 in player controller animator and exported wip crouch anims
Added another female/light player seed
Fix female swimwear clipping with trousers
Updating pilot hazmat burst cloth constraints iterations
exported 3p drop/pickup item anims
Diving wetsuit male and female adjustments
Fixing dracual cape vertex being skinned to eye lids
Merge from main
Cannon.cs and PlayerModel.cs conflicted, auto merged
Added another female/light player seed
Added female/light player seed
Female/light body material updates
PlayerModelMouth balance pass
Fixing female torso skinning and skinning fix/ burst cloth setup for bunny suit
exported edited 3p crouch movement anims
matched holster positions to main for fishing rod,pickaxe ,diver hatchet/pickaxe, hml, salvaged hammer/icepick
fixed offset issues with salvaged cleaver following model refresh merge
Added state sync to ak world rig reload anim
Parachute fbx and skinning update
matched space lr, pipe shotty, rocket launcher, pump shotty, sar, sks, spas, salvaged sword and thompson holster positions to match main
Updating horse mask burst cloth settings
Updating horse mask burst cloth
matched the spears, g launcher, mgl .m249, m39, m4 shotgun, mace, mil flamethrower, mp5 and paintballgun holster positions to match main
Updating heavy plate skinning
matched the hunting bow, crossbow, db shotgun, flame thrower, hmlmg, l96, legacy bow, lr300, smg, long sword and krieg shotgun holster positions to match main
Updated binoculars following refresh merge
matched the ak's, blowpipe, blunderbus, bolt rifle and compound bow holster position to main
exported edited 3p jump anims
Merge from main
Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine
Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
edited 3p sprint update anim
Skinning update for wooden armour jacket