1,049 Commits over 1,402 Days - 0.03cph!
v_m700: added speed_reload and speed_ironsights float parameters
v_mp5: added speed_reload and speed_ironsights float parameters
v_spaghellim4: also change the condition to cycle-based if using b_reload while b_empty=true
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
v_usp: added speed_reload and speed_ironsights float parameters
Update first_person_arms_adjustments.vsubgrph
v_m4a1: added speed_reload and speed_ironsights float parameters
https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2013-13-54.mp4
v_usp: make the 'Slide Manager' animgraph group less specific so I can drag it to other weapons more easily
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
v_m4a1: fix stock_pin and stock_lever being parented to weapon_root instead of stock
All weapons: renamed a couple of Tags for clarity
v_mp5: apply the new fire animation method (see previous commit)
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
FPArms: add Reduce_WeaponRoot_50 weightlist
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)
Citizen/humans: couple of minor fixes (sprint input framerates, noclip start delta fix on humans)
First person: move FireModeSelectAnim weightlists into prefabs
Humans/animgraph: added Sprint_NW & Sprint_NE
Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans
Humans/animgraph: added Sprint_N (+ temp derived NE/NW)
Delete citizen_2023-03-06.fbx
Humans: improved WalkFast_N
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
Citizen/animgraph: fixed broken crouch states (oops)
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
Humans: port over more animations from the Citizen set
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.
Humans: added CrouchWalk_E & CrouchWalk_W
Humans: disabled AO proxy nodes now that AO proxy support has been removed
Citizen/animgraph: tweaked wish-based locomotion layers to account for the new usage of the skid layer
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
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
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.
Citizen: disabled AO proxy nodes now that AO proxy support has been removed
Humans: skinning updates
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Humans: added citizen_human_female_staging.vmdl
Humans: copy ring fingers onto pinky fingers while we're still reusing Citizen animations — avoids the "tea cup" look
Humans: added CrouchWalk_S
Humans: improved CrouchWalk_N (and increased its speed to 85 u/s)
Humans: add menu anims (same as Citizen)
Humans: added Run_S & Run_W
Humans: recover deleted staging files
Recovered 2 files that were deleted by commit 1d291f07bb4f2bb4bfec48765b2d640894441796
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
Citizen/animgraph: added b_firstperson parameter; intended to be used when showing the body in first-person view while looking down
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
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)
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
Humans: reworked WalkFast_N