branchrust_reboot/main/PlayerRigUpdate2cancel
1,021 Commits over 546 Days - 0.08cph!
exported updated 3p sprint animation
Fixed looping gestures fading out after a single loop (but not actually ending)
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)
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
Better fix, also fixes first frame of weapon being held not looking correct
Fix held entity sub systems not working in builds (torches)
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
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)
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
Fixed player body being visible in first person
Tweaked miners hat to match cap coverage (also fixed NRE on light switch on)
Tweaked boonie hat to match coverage of cap (to reduce hair conditionals needed)
merge from heads_shadow_pass
Updated the subsystem layer weight on the torch
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
edited 3p crouch idle anim
Updated player corpse and temp ragdolls.
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
Fixed wrong item id on ballistic vest
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
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
Replaced the stack of 4 sub systems on the vendor with a single animator controller
Mid length hair male conditional meshes
Merge from melee_subsystem (just setup on the vanilla torch for now)
Fixed warning spam from ragdolled player models
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
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)
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
Merge from main
Mostly code merges, all auto resolved
Female mid-length hair wood helmet replacement meshes
Female mid-length hair candle hat replacement
Mid length hair hat replacement tests
Fix broken LODs on hat.cap
LOD3 for midscruffy (uses short beard LOD3 material)
Converted short scruffy beard to use new wearable replacement
Added average meshes to both beards
Added mid-length scruffy beard
exported edited 3p holdtype jog/run animations from jerrycan to mp5
exported edited 3p run anims for holdtypes starting with an E to H
exported 3p holdtype animation sets with names beginning C after updating 3p running/jog anims
Mortar animations on the v4 rig
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
Removed LOD2 varations from movember moustache
Deleted unused prefabs/models
Removed LOD2 variations from santa beard (every head uses the same one)
Deleted all the unused old meshes and prefab variations