branchrust_reboot/main/PlayerRigUpdate2cancel
1,164 Commits over 577 Days - 0.08cph!
Fixing skinning for lumberjack hazmat
Update prefab MetalIceVest
IceMetalChestplate and IceMetalFacemask setup
Fixed scientists using multiple masks at once, now matches main
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene
Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events
This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
Ice metal vest new fbx and setup
Scarecrow head and suit FBX and prefabs
added 3p swimming animations to player anim controller
Tutorial animation updates
edited holster/baclpack positions on salvaged axe entity
assigned salvaged axe holdtype overide controller to entity and exported updated 3p anims
KickHazmat skinning update
3p sitting anims and clips updated
Fixed grenade anim override not using throw animations
Fixed holster info bone name not working if supplied bone was spine4
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead)
Exposed as an accessor for now, not in the inspector
Fixed submarine passenger seat spinning
Fixed snowmobile passenger seats, had to mark sit pose animations as loops
Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
Don't show parachute canopy on legs renderers
Small Backpack clearance update
shortened loop to fix 3p sitting for now (until full mount loop is added)
Updated Ik targets for computer station
Updated Krieg Backpack holster values
Wetsuit female model update
Fixed clipping, normals and LODs on leather gloves
Scientist2 and ragdoll now use PlayerModel.fbx as their base for better future compatibility
First pass rebuilding Scientist2 prefab with new player model
Now embeds the HazmatSuit fbx prefab so should be less likely to break going forwards
Updated Scientst2.mp5.anim.override with new animations
Merge from main
DIrectory conflict on Clothes/vest.metal/vert.metal.female (deleted on this branch presumably to fix the typo?), preserved the delete
Many conflicts across clothing and vehicle prefabs due to the Entity Label cleanup, all merged automatically so should be safe
Updating skinning for nomad hazmat
VehicleAimYaw parameter is now applied in -1 to 1 space
Updated clips on horse seat to match new ranges, looks waaaaay better
Added 3p horseback turning anims and hooked up in player animator
Phonebooth updates
- Added bespoke player pose
- Adjusted phone position and line renderer postion in phonebooth prefab
- Hooked up in player animator
Fixing invisible male legs
3p medical syringe anim updates to match new viewmodel anims
Don't apply the 0.25s early exit to the gesture viewmodel, still apply it to the third person
Added IK targets to microphone stand
Added helper SetLeftHandIKTarget/SetRightHandIKTarget methods, would technically be faster than manually setting position and rotation
Enable animateVehicleAim360 on horse seats and add a blend tree (just one motion for now)
Merge from main
Merged prefabs: Mannequin_deployed, huntingtrophysmall/deployed, fishing_rod_entity
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