userMaxime Lebledcancel

901 Commits over 1,126 Days - 0.03cph!

5 Days Ago
Remove VR hand assets from "Half-Life: Alyx" & associated source files
5 Days Ago
VR hands: "grab" poses
5 Days Ago
VR hands: couple more fixes + "cylinder" poses
5 Days Ago
Update VR hands with more backported stuff & fixes + left hand model
6 Days Ago
Work-in-progress replacement for VR hands
18 Days Ago
v_crowbar: attack, deploy, holster
18 Days Ago
Update first_person_arms_adjustments.vsubgrph
19 Days Ago
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
19 Days Ago
v_crowbar: basic animated VMDL setup
21 Days Ago
Layout change missed moving these two files
26 Days Ago
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
29 Days Ago
Remove link to forum Update README.md Merge pull request #5401 from qxxst/main Remove links to Facepunch Forum
31 Days Ago
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
31 Days Ago
Exaggerate rotateDifference float more
31 Days Ago
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
33 Days Ago
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
33 Days Ago
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
34 Days Ago
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
34 Days Ago
These two clothing icons were missed in the layout change
2 Months Ago
v_trenchknife: missing AnimConstraint prefab + integrate attack anim into animgraph
2 Months Ago
v_trenchknife: initial commit with basic animgraph
4 Months Ago
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
4 Months 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
4 Months 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
4 Months Ago
Citizen/animgraph: added Swim_Up
4 Months Ago
Citizen/animgraph: updated Swim_Idle
4 Months Ago
Citizen/animgraph: change threshold for movement reset from 5 to 2 u/s
4 Months Ago
Citizen/animgraph: do some move/wish trickery to improve the look of changing direction while swimming (sort of like leaning while running)
4 Months Ago
Citizen/animgraph: added Swim_S, updated Swim_N, new Swim_Idle
4 Months Ago
Citizen: new Swim_N animation
4 Months Ago
Updated first-person weapon animgraphs
4 Months Ago
Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore
4 Months Ago
Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry)
4 Months Ago
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
4 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
4 Months Ago
Citizen: added a handful of new MorphFrame nodes for various expressions
4 Months Ago
Add game/config/input/common.json to .gitignore
4 Months Ago
Citizen: fixed the neck bone in Airborne_Flail_Movement having been pushed down due to a CAT bug
4 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.
4 Months Ago
Citizen/animgraph: update "voice" to use a MorphFrame instead of a DMX file + subgraph tweaks + weightlist tweaks
4 Months Ago
Citizen: updated visemes prefab Citizen: set viseme prefab to enabled Merge branch 'master' of sbox
5 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)
5 Months Ago
Citizen/animgraph: enable "lock state when waning" on the "Tag & Reset Movement" state machines
5 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
5 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
5 Months Ago
Citizen: add a couple of new weightlists (Only_Arms + Blend_UpperBody_HalfSpine_FullArms)
5 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)
5 Months Ago
Citizen/animgraph: added Skid_C to complement the 1D blend
5 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
5 Months Ago
Citizen/animgraph: added Jump_Crouching animation