branchrust_reboot/main/PlayerRigUpdate2cancel

1,164 Commits over 577 Days - 0.08cph!

45 Days Ago
Better fix, also fixes first frame of weapon being held not looking correct
45 Days Ago
Fix held entity sub systems not working in builds (torches)
45 Days Ago
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
45 Days Ago
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
45 Days Ago
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)
45 Days Ago
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
45 Days Ago
Fixed player body being visible in first person
45 Days Ago
Tweaked miners hat to match cap coverage (also fixed NRE on light switch on)
45 Days Ago
Tweaked boonie hat to match coverage of cap (to reduce hair conditionals needed)
45 Days Ago
merge from heads_shadow_pass
45 Days Ago
Updated the subsystem layer weight on the torch
45 Days Ago
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
45 Days Ago
edited 3p crouch idle anim
45 Days Ago
Updated player corpse and temp ragdolls.
45 Days Ago
Possible NRE fix
46 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
46 Days Ago
Fixed wrong item id on ballistic vest
46 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
46 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
46 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
46 Days Ago
Some tooltips
46 Days Ago
merge from BDU_set
46 Days Ago
Mid length hair male conditional meshes
47 Days Ago
Merge from melee_subsystem (just setup on the vanilla torch for now)
47 Days Ago
Fixed warning spam from ragdolled player models
47 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
47 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)
47 Days Ago
Added an outline to animation sub system inspectors, matches the colour of the system in the animation inspector
47 Days Ago
Merge from main Mostly code merges, all auto resolved
47 Days Ago
Female mid-length hair wood helmet replacement meshes
47 Days Ago
Female mid-length hair candle hat replacement
47 Days Ago
Mid length hair hat replacement tests
47 Days Ago
Fix broken LODs on hat.cap
48 Days Ago
LOD3 for midscruffy (uses short beard LOD3 material)
48 Days Ago
Converted short scruffy beard to use new wearable replacement Added average meshes to both beards
48 Days Ago
Added mid-length scruffy beard
49 Days Ago
Assigned Mat to fbx
49 Days Ago
exported edited 3p holdtype jog/run animations from jerrycan to mp5
50 Days Ago
exported edited 3p run anims for holdtypes starting with an E to H
50 Days Ago
exported 3p holdtype animation sets with names beginning C after updating 3p running/jog anims
50 Days Ago
Mortar animations on the v4 rig
50 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
51 Days Ago
Removed LOD2 varations from movember moustache Deleted unused prefabs/models
51 Days Ago
Removed LOD2 variations from santa beard (every head uses the same one) Deleted all the unused old meshes and prefab variations
51 Days Ago
Populated wearable replacements on movember moustache
52 Days Ago
Fixed broken PlayerModelAnimationInspector after last commit, also added better rendering support for child animator systems
52 Days Ago
Refactored how we create and dispose controller handles, much cleaner Fixes priority not being respected for child animation controllers
52 Days Ago
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
52 Days Ago
Fix NRE when no editor window is selected
52 Days Ago
Fix animator window always opening (only inject the playable dropdown when the window is focused)