userMaxime Lebledcancel

1,049 Commits over 1,402 Days - 0.03cph!

Yesterday
v_m700: added speed_reload and speed_ironsights float parameters
Yesterday
v_mp5: added speed_reload and speed_ironsights float parameters
Yesterday
v_spaghellim4: also change the condition to cycle-based if using b_reload while b_empty=true
Yesterday
v_spaghellim4: added speed_reload and speed_ironsights float parameters + make b_reload timings based on cycle progress instead of absolute time (which unfortunately does not get scaled by the speed node even though blend times do...?!) https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2014-26-16.mp4
Yesterday
v_usp: added speed_reload and speed_ironsights float parameters
Yesterday
Update first_person_arms_adjustments.vsubgrph
Yesterday
v_m4a1: added speed_reload and speed_ironsights float parameters https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2013-13-54.mp4
Yesterday
v_usp: make the 'Slide Manager' animgraph group less specific so I can drag it to other weapons more easily
Yesterday
v_mp5/v_m4a1: the first shot you fire doesn't use the new 50/50 system anymore, making it look more unique; a shot is considered first if you haven't fired in the last 1000ms
5 Days Ago
v_m4a1: fix stock_pin and stock_lever being parented to weapon_root instead of stock
5 Days Ago
All weapons: renamed a couple of Tags for clarity
5 Days Ago
v_mp5: apply the new fire animation method (see previous commit)
5 Days Ago
v_m4a1: rework how fire animations are played. Instead of alternating between picking between 01-05 then 06-09, add two separate randomized (WeightedRandomNoRepeat) animations from the *entire* set together, then halve the result. This results in a much more natural-looking "animated recoil pattern" with no visible repeats
5 Days Ago
FPArms: add Reduce_WeaponRoot_50 weightlist
6 Days Ago
v_m4a1: added new bespoke animations (except deploy/holster). Added weapon_pose enum parameter for adjusting hand pose when handguard covers are enabled (uses a Tag to disable itself during parts of certain animations)
14 Days Ago
Citizen/humans: couple of minor fixes (sprint input framerates, noclip start delta fix on humans)
15 Days Ago
First person: move FireModeSelectAnim weightlists into prefabs
29 Days Ago
Humans/animgraph: added Sprint_NW & Sprint_NE
33 Days Ago
Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans
33 Days Ago
Humans/animgraph: added Sprint_N (+ temp derived NE/NW)
36 Days Ago
Humans: improved Run_N_m
2 Months Ago
Delete citizen_2023-03-06.fbx
2 Months Ago
Humans: improved WalkFast_N
2 Months Ago
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
2 Months Ago
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
2 Months Ago
Citizen/animgraph: fixed broken crouch states (oops)
2 Months Ago
Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work. Humans: convert Citizen animations on the ModelDoc side rather than graph side
2 Months Ago
Humans: port over more animations from the Citizen set
2 Months Ago
Citizen/animgraph: added 'static_pose' int parameter — set to '1' to display the A-pose but with open eyes. To be used when rendering item thumbnails.
2 Months Ago
Humans: added CrouchWalk_E & CrouchWalk_W
2 Months Ago
Humans: disabled AO proxy nodes now that AO proxy support has been removed
2 Months Ago
Citizen/animgraph: tweaked wish-based locomotion layers to account for the new usage of the skid layer
3 Months Ago
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
3 Months Ago
Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph
3 Months Ago
Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive.
3 Months Ago
Citizen: disabled AO proxy nodes now that AO proxy support has been removed
3 Months Ago
Humans: skinning updates Humans: more skinning updates & prefab changes Merge branch 'master' of sbox
3 Months Ago
Humans: added citizen_human_female_staging.vmdl
3 Months Ago
Humans: copy ring fingers onto pinky fingers while we're still reusing Citizen animations — avoids the "tea cup" look
3 Months Ago
Humans: added CrouchWalk_S
3 Months Ago
Humans: improved CrouchWalk_N (and increased its speed to 85 u/s)
3 Months Ago
Humans: add menu anims (same as Citizen)
3 Months Ago
Humans: added Run_S & Run_W
3 Months Ago
Humans: recover deleted staging files Recovered 2 files that were deleted by commit 1d291f07bb4f2bb4bfec48765b2d640894441796
3 Months Ago
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
4 Months Ago
Citizen/animgraph: added b_firstperson parameter; intended to be used when showing the body in first-person view while looking down
4 Months Ago
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
4 Months Ago
Citizen/animgraph: improve look & feel of turning while moving https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement)
4 Months Ago
Humans: brand-new data sets for hitboxes, physics joints, and physics shapes + improved WalkFast_E + added WalkFast_W https://files.facepunch.com/maxlebled/1b3111b1/2024-10-31%2001-49-11.mp4
4 Months Ago
Humans: reworked WalkFast_N