Alpha v1.0.0

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All Rust commits from Facepunch

28 total commits for branch:
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octo08/05/202623:31:47
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#151076)

update from player_rig_update

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Jarryd Campi30/04/202605:05:02
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Jarryd Campi30/04/202604:52:49
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#150258)

Hooked up telephone animation on deployable telephone Removed OnPhone state and parameter from player animator

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Jarryd Campi30/04/202604:48:12
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Jarryd Campi30/04/202604:45:30
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Jarryd Campi30/04/202603:45:04
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#150255)

Better visualise handles of sub systems in the list view

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Jarryd Campi30/04/202601:51:51
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#150252)

Added ability to mark a subsystem as affecting the upper body layer only Renamed TelephoneAnimationSubSystem -> OverrideAnimationSubSystem Profiling

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Jarryd Campi30/04/202601:26:29
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#150251)

Reapplied changes to PlayerModelAnimationInspector

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Jarryd Campi30/04/202600:59:23
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#150249)

Don't allow non matching types in the sub system dropdown

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Jarryd Campi30/04/202600:39:59
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#150246)

Merge from parent (use PlayerModelAnimationInspector from main, will reapply changes on this branch)

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Jarryd Campi24/04/202604:49:16
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149645)

Hacked in a simple way for one shot animations to notify a looping animation to rest, so we don't transition back to a loop half way through (mid yawn) Added property drawer support for referencing animation sub systems, renders them as a dropdown using a new subsystem name field

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Jarryd Campi24/04/202604:28:51
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149644)

Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed Much simpler state handling

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Jarryd Campi23/04/202606:49:30
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149508)

Colour code handles based on their sub system ownership

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Jarryd Campi23/04/202606:31:50
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149507)

Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier

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Jarryd Campi23/04/202606:24:51
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149506)

Add support for showing sub systems

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Jarryd Campi23/04/202606:05:31
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149505)

Reset the chair tester

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Jarryd Campi23/04/202605:46:15
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149504)

Merge from player_model_anim_inspector

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Jarryd Campi23/04/202605:04:42
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Jarryd Campi23/04/202604:55:52
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149501)

OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state

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Jarryd Campi23/04/202603:30:32
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149500)

Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events

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Jarryd Campi23/04/202601:28:23
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149495)

Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play

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Jarryd Campi23/04/202600:10:11
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149490)

Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range

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Jarryd Campi22/04/202606:52:10
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149343)

Piped the in-game debugging readouts into the unity inspector for more visibility while in editor

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Jarryd Campi22/04/202606:34:52
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149342)

Added an example OneShotAnimationSubSystem for handling event driven animations

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Jarryd Campi22/04/202605:56:59
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149341)

Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)

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Jarryd Campi22/04/202605:21:42
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149340)

Added a TwoAnimBlend example

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Jarryd Campi22/04/202604:32:49
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149339)

Add general fade in/out support

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Jarryd Campi22/04/202604:11:25
rust_reboot/main/PlayerRigUpdate2/AnimationSubSystems (#149338)

Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem

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