branchrust_reboot/main/PlayerRigUpdate2cancel
1,021 Commits over 546 Days - 0.08cph!
Populated wearable replacements on movember moustache
Fixed broken PlayerModelAnimationInspector after last commit, also added better rendering support for child animator systems
Refactored how we create and dispose controller handles, much cleaner
Fixes priority not being respected for child animation controllers
Update WearableReplacementByRace component, now attaches to a skinned mesh and contains sets of SkinSet<->Mesh
Needs to be added to each LOD level individually
Added an auto populate button that fills in the sets automatically based on name parsing, saves a lot of tedious clicking
Fix NRE when no editor window is selected
Fix animator window always opening (only inject the playable dropdown when the window is focused)
Manually bumped up the renderer bounds of feet, hands, and torso. Fixes parts disappearing in niche situations.
Fixing chicken suit skeleton skin
Cherry pick
150710,
150711 (moved SkinnedMeshRenderer convert button to the context menu)
Movember moustache partial fix
Fixed editor performance after merging child animator system
Merge from main
Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
Playground.player updated
Krieg backpack holster offset pass
Bunny suit mat assignment fix
Sleeping uses same logic as eye blinks (fixes popping eyeballs during sleep)
Underwear_pants male LODs
Underwear_pants female LODs
Unerwear_bra neck normal seam fix
Fixed parachute offset when equipping an item
Fix parachute bag appearing on leg when deployed
Fix frosty breath emitting from side of head
Hooked up new(?) forearm twist bones in player_model
Increased jaw movement when speaking
exported edited 3p zipline anims
Military vendor animation content
Updating skinning for female skin
Bandit gear skinning update
New ChildAnimatorSubSystem
Runs an entirely independent controller
Has it's own weight, can target specific layers, etc
Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
Add a warning to the state sync editor if the state name is incorrect
Fixed lower case Attack on StateSync components (sks and paintball gun)
Updated w_sks and w_paintball_gun animators with reloadMotion setup
exported edited arm throw pose on 3p rock anims
created bespoke ak47 pickup/drop anims and applied to holdtype controller
exported edited 3p drop/pick up item anims, linked to player controller animator and set speed anim to 1
- Updated stance idle clips with new 3p rig upperbody clips (so these make sense when debugging between the player animator and an override)
- Ran animator override updater (updated 150 override controllers)
Fixed [Button] attributes not working on animation sub systems
Added PlayFromStart method to PlayerAnimationHandle
Added a new TwoAxisOneShotBend aniamtor sub system, should replace the reactions layer on the animator entirely
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem
OneShots now start paused, makes debugging easier
Don't show the self component in dropdowns
Merge from AnimationSubSystems
Added another female/asian player seed
Fixed missing throw animation on bee grenade hold type
Added toggle visible events for bee grenade and beancan
added 3p upperbody state anim clips
updated 3p pickup & drop anim clip lengths
set 3p card game anim to loop