branchrust_reboot/main/PlayerRigUpdate2cancel
723 Commits over 485 Days - 0.06cph!
fixed 3p phonebooth hand offset bug
Updating player model skinning
Gesture audio event updates
Gesture animation polish pass - start/end pose update and timing adjustments
Mark the position/rotation offset fields on ShieldHeldEntitiyOffset as read only, they should only be applied with the editor button
Update butcher knife offset, very minor change
Allow spine movement during kick gesture (see forceAllowSpineMovement toggle, we normally don't want spine look during full body gestures)
Fixed a bunch of gestures set to loop incorrectly
Gestures now start fading out the upper/full body layer 0.25s earlier, so the layer is fully faded out by the time the gesture finishes
Prevents the state machine switching to the idle state and still being visible during the fade
Fixed spine IK not applying correct weights while in an upper body gesture, fixes slight angle changes when entering/exiting gestures
Disabled Has Exit Time on the SItting -> Exit animation state
The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts
This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts
It always did this, but because the default sit animation was a single frame it was unnoticable
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame
This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
fixed up medical syringe, updated 3p anims, added anim events
roll back gestures in playeranimation controller
Re exporting anims with out of date hierarchy
Updating skinning and burstcloth for pilot hazmat
Committed 3p chair updates with sitting loop to show issue with transitioning from sitting to idle if 3p sitting is an anim and not a pose
Merge from main, lots of conflicts
All merged successfully except for syringe, used the version from main as that was recently updated
PlayerAnimation controller merged automatically, will need verifying
Added swimming sound events
Added locomotion footstep sound events
Hooked up fishing anims in main player animator
Remove poolable from scientist suit NVGM (matches main)
new mocap for shrug, thumbs up and thumbs down updated
Edited mount positions for various chairs
Updated silly horse mask
Reverted prefabs to older versions and rebound bone array
Shush animation update and audiio fix
Update SillyHorseMask.Skeleton
Add BoneRetarget components to the Neck bones, this was causing bones to go missing during the skin retargeting
removed old premergeOct 25 anim controller
fixed toolgun offset issues
Update to rps, victory and beat chest gestures
fixed bandit relaxed idle issues
fixed hand clipping on slot machine
Silly horse mask repose/partial prefab setup
fixed 3p salvaged axe offset
Assigned correct climb anims and polish pass
Paintball Overalls repose/prefab update
Beanbag sitting pose update
Clap, hurry and ok gesture updated
Updating skinning for bone armour
fixed offset holstered wooden shields
fixed offset piano sitting mount
fixed offset obsidian knife
fixed offset frontier hatchet holster position
Updating abyss hazmat skinning
Another partial fix for small hunting trophy
secret labs chair 3p anim edited
Disabled read/write on models conflicting in last merge
Merge from main
Lots of conflicts due to the viewmodel_early_disable_fix and hackweek_server_mesh_cull branches
For fbx .meta file conflicts I used the versions on this branch instead of on main, will need to verify that they have r/w turned off
Fixed rogue materials drawing hair cap textures over face
Fix player seed with broken eyes