branchrust_reboot/main/gestures_2cancel
85 Commits over 120 Days - 0.03cph!
Reapply vm changes, update gesture vm to use new renderer
Fixed perspective changes not working if the player is an admin
gesture anim updates, added dance, blend tweaks
Better movement block when in a stationary gesture
Disable any particle effects or lights on held entities when entering a gesture - re-enable them afterwards
Add gesture bind to Options menu
Add a slight delay when displaying weapons at end of gesture
Don't apply gesture rotation offset to gesture vm (only weapon vm)
WIP support for non-cancellable and third person gestures
Sort out some obvious issues with full body anims
Fix warnings on boot from non player models
Fix errors when cancelling a gesture too early
Move all viewmodel gestures to the same layer (we're not treating 1h/2h gestures any differently now)
removed old gestures, added full body anim test
Updates to gesture intro/outro curves, changed duration length on wave.asset
Standardise VM animator setup to use direct plays rather than trigger transitions
Don't allow opening gesture menu over crafting/map/inventory/etc
Add two new layers to the player animator for all player usable gestures - upper body and full body
Upper body uses a new mask that allows torso animation
Lerp gesture layer weights in/out to fix popping when ending gesture (since we can't sync idle pose time)
Revert friendly anim changes (but keeping loop support)
Fixed looping gesture vm not getting end trigger
Added curves and duration control to handle vm's moving on and off screen for gestures
Add support for looping/endless gestures, applied to surrender
Add default bind to open gesture menu
Icons, automatically calculate length of animation
Don't allow gestures while mounted
Added support for gestures that block movement
Refactors
Boilerplate unlocking support (probably not important right now)
Changing held entity cancels gesture
Swallow the input if cancelling a gesture by LMB or RMB (fixes firing a gun the following frame after cancelling a gesture, gotta release LMB first)
Blocked belt input path if playing a gesture
Fixed missing third person friendly, ok and point animations
Refactor gesture logic into it's own script and better track progress/start/stop on the server
Make id's for all gestures, send those instead of strings
Trying out some more ways to bypass hold/deploy animations
Setup assets for more existing gestures
Holster the current weapon when starting a gesture and deploy that weapon at the end of the gesture
Added support for specifying the layer of a gesture
Fixed up some misconfigured animations on the player animator
Icons, fixed NRE's when using a gesture with nothing equipped
Cherry picked most of the code from the old gesture_menu branch (the merge looked tricky)
Moved the gesture configs into a scriptable object
Implemented deploying a new viewmodel specifically for gestures and quickly lowering the currently active viewmodel out of view to display the gesture