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882 Commits over 1,065 Days - 0.03cph!

7 Days Ago
v_trenchknife: missing AnimConstraint prefab + integrate attack anim into animgraph
7 Days Ago
v_trenchknife: initial commit with basic animgraph
48 Days Ago
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
54 Days Ago
Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4
54 Days Ago
Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out
55 Days Ago
Citizen/animgraph: added Swim_Up
56 Days Ago
Citizen/animgraph: updated Swim_Idle
56 Days Ago
Citizen/animgraph: change threshold for movement reset from 5 to 2 u/s
2 Months Ago
Citizen/animgraph: do some move/wish trickery to improve the look of changing direction while swimming (sort of like leaning while running)
2 Months Ago
Citizen/animgraph: added Swim_S, updated Swim_N, new Swim_Idle
2 Months Ago
Citizen: new Swim_N animation
2 Months Ago
Updated first-person weapon animgraphs
2 Months Ago
Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore
2 Months Ago
Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry)
2 Months Ago
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
2 Months Ago
Citizen/animgraph: the voice parameter now cancels out most mouth-related morphs so that the mouth is closed before the OVR lipsync operates (but some morphs can still partially leak through to retain some of the underlying expressions) + more MorphFrame expressions
2 Months Ago
Citizen: added a handful of new MorphFrame nodes for various expressions
2 Months Ago
Add game/config/input/common.json to .gitignore
2 Months Ago
Citizen: fixed the neck bone in Airborne_Flail_Movement having been pushed down due to a CAT bug
2 Months Ago
Citizen: converted all existing FBX animation files to binary FBX - for Facepunch/sbox-issues#3085 Most were already binary FBX, but a few of the earliest ones were ASCII.
2 Months Ago
Citizen/animgraph: update "voice" to use a MorphFrame instead of a DMX file + subgraph tweaks + weightlist tweaks
2 Months Ago
Citizen: updated visemes prefab Citizen: set viseme prefab to enabled Merge branch 'master' of sbox
3 Months Ago
Citizen/animgraph: apply the "Disable scale_height main pelvis offset" Tag to the rolling state. Will need a more thorough solution later. (Facepunch/sbox-issues#4296)
3 Months Ago
Citizen/animgraph: enable "lock state when waning" on the "Tag & Reset Movement" state machines
3 Months Ago
Citizen/animgraph: further improve skid. Blending in/out should be more graceful now, respecting the movement 2D blendspace's own timings. Revamped the "noise" layer additive animation: it now scales with speed, and it inherently lowers the pelvis by a few units to avoid IK pops. Fixed duck transition potentially spazzing out if you duck while skidding, or blending in/out of skidding. Disabled crouch skidding (for now?) https://files.facepunch.com/maxlebled/1b2011b1/2023-12-20%2019-33-21.mp4
3 Months Ago
Citizen/animgraph: use the skid 1D Blendspace to extend the 2D Blendspace past its boundaries gracefully & infinitely rather than outright replacing it (because move_direction cannot be dampened, especially in conjuction with move_groundspeed as part of another downstream 1D Blend) + use different weightlist to do the model-space rotation blending
3 Months Ago
Citizen: add a couple of new weightlists (Only_Arms + Blend_UpperBody_HalfSpine_FullArms)
3 Months Ago
Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that)
3 Months Ago
Citizen/animgraph: added Skid_C to complement the 1D blend
3 Months Ago
Citizen/animgraph: added wish-based flailing & directional lean to skid, and converted the 2D x/y blend to a 1D move_direction blend to ensure the transition between directions look proper regardless of speed https://files.facepunch.com/maxlebled/1b1811b1/2023-12-18%2013-46-47.mp4
3 Months Ago
Citizen/animgraph: added Jump_Crouching animation
3 Months Ago
Citizen: updated Jump animation, renamed it to Jump_Standing, + safeguarded against a rare bug where jumping at a very specific time (frame-perfect?) could cause the jump to be instantly overridden by landing, probably on the exact same tick (see attached video) https://files.facepunch.com/maxlebled/1b1411b1/2023-12-14%2017-57-20_reencode.mp4
3 Months Ago
Add clothing_c files as an explicit exclusion to the .gitignore rule that excludes compiled content — and restore the files, since contentbuilder can't take care of them for now
3 Months Ago
Citizen/animgraph: address a couple of edge cases with that last commit & shove the nodes in a group
3 Months Ago
Citizen/animgraph: fix potential animation snaps caused by the reset signal used to reset the movement cycle phase sometimes overlapping the frame you start moving (especially while holding SHIFT). Rather than send a reset signal if you were idle for at least 300ms *and* you start moving, simply send a reset signal if you've been idle for 300ms at all https://files.facepunch.com/maxlebled/1b1311b1/sbox_2023-12-13_09-41-59.mp4
3 Months Ago
Citizen/animgraph: also nest the long transition from post-jump airborne back to normal state https://files.facepunch.com/maxlebled/1b1311b1/sbox_2023-12-13_09-41-59.mp4
3 Months Ago
Citizen/animgraph: use a nested State Machine (single transition, conditionless) to always fade in the post-jump airborne state over a longer period of time than the downstream SM allows (see commit comment) If we go straight from grounded to airborne (without a jump) then we still want to fade the airborne state quite slow... but we also want a fast snap-free state transition back to grounded if we land almost immediately. Snaps happen if a transition out of a state engages while you're still transitioning into this state. The 'protection' against snaps is done by using 'Time in State' conditions that are slightly longer than the previous transition's blend time. But if we keep that time too high, having very fast transitions (e.g. land-grounded-airborne-grounded-airborne) can look really off. You'd be in the airborne state for a noticeable period of time even though you're running. Therefore a very short 'protection time' below 200ms is required. But with such a short time, going straight from grounded to airborne is too snappy. Therefore, inside the state, we use a new SM, with a single conditionless transition, to always fade in from the upstream state gracefully, over a longer period of time. Because it's effectively a nested SM, it doesn't matter that the downstream state transitions are 100ms long. And because the jump-to-airborne transition is quite long, not only does it barely matter that this fade-in always happens, I also think it makes it look a bit better... The SM always needs to receive a reset from downstream to restart the fade-in from the start, so I have to use yet another 'makeshift reset blocker' to prevent the upstream movement states from getting reset. (Otherwise you'd see a snap as soon as b_grounded went false)
3 Months Ago
Delete all compiled content under "/game/core/models/" from the repository
3 Months Ago
Delete all compiled content under "/game/addons/citizen/" from the repository
3 Months Ago
Citizen/animgraph: make head look more reactive and bouncier
3 Months Ago
Apply the same .gitignore wildcard fix that I had made to sbox-assets to prevent compiled files from being committed (*_c to *.*_c), with the explicit exclusion of !*.shader_c
3 Months Ago
Citizen: polish Land_Crouching a bit
3 Months Ago
Citizen/animgraph: rip out the Selector node that oversees move_style, and replace it by a State Machine implementation; solves a moderate animation snap if you go from idle to full-on sprint, and also safeguards against repeated large snaps if tapping SHIFT
3 Months Ago
Citizen/animgraph: improve jump SM logic + make wish-based airborne flail fade in over 500ms (this leaves the visuals after jump almost unaffected while letting non-jump scenarios like "running off a cliff" look & feel better) + move its 1D blend slightly downstream (this prevents the non-wish flail and the wish flail from competing, and they run out of phase sync so that could look terrible)
3 Months Ago
Citizen: improved Land_Standing_Movement_[E/W]
3 Months Ago
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
3 Months Ago
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
3 Months Ago
Model Viewer: expand the character controller scene so I can better gauge movement
3 Months Ago
Citizen: one last pass at the airborne flailing (tweaked hands/fingers, added head motion because I'd forgotten, and offset the loop start point)
3 Months Ago
Citizen: improve airborne flailing (legs move more, and line up better with the direction input)