952 Commits over 1,187 Days - 0.03cph!
Citizen: fixed FBX files using split per-vertex normals export
This had no incidence on anything engine-side, but was very impractical for anyone who wanted to re-import the FBX files back into 3D software. Especially 3ds Max, which dealt with the files so catastrophically as to muster this sort of eldritch abomination, the likes of which I have never seen before in over 10 years of using Autodesk software: https://files.facepunch.com/maxlebled/1b1711b1/3dsmax_2022-09-16_21-14-28.mp4
Citizen skinning/tech update; unified both .max files back into a single one, fixes to morph shapes and other misc. things
Citizen: a batch of technical updates
- Updated all skinning to fix just about everything that had come to bother me in the past 12 months of posing & animating this character model
- Fixed a very small seam between the head and the torso caused by... honestly, some really hellish crap
- Fixed some vertices on the head having incorrectly shaded normals, especially when morphs are active
- Improved ragdoll settings
- Other various misc. fixes
Temporarily roll back recent Citizen mesh changes while some obscure bone transform issues are being figured out
Revert "Citizen: updated meshes for LOD levels 1/2/3 with new skinning pass"
This reverts commit df3835dff9ab74bacf1a0b3f9aa9bd2dafe1b8bf.
Revert "Citizen: updated skinning on LOD0"
This reverts commit 0f754ec4457ac35441c48ca7b004017ed705c163.
Addendum to last commit: actually baked down the weight transfer on the skin cap
Applied UV fix to Citizen LOD0
Citizen: updated skinning on LOD0
This fixes almost every single tiny thing that had come to bother me over the past 12 months of posing & animating this character. There are currently a couple of tiny issues that have cropped up with the head mesh, we're looking into them. I'm pushing this part now so that you don't have to keep seeing a seam.
Citizen: updated meshes for LOD levels 1/2/3 with new skinning pass
Citizen: LOD levels 2/3 don't cull elbow & knee helpers anymore
Citizen skinning update source files
Citizen: new skinning pass (torso, pelvis, kneecaps, elbows)
Improvements around the pelvis-to-legs, pelvis-to-spine, and spine-to-neck areas. General softening of the torso. Slight topology changes around the kneecap and elbow helpers to improve volume retention further. (LOD0 only for now.)
Citizen/animgraph: updated Pistol_2H_Pose_Crouching_01
Citizen/animgraph: updated attachments & small graph updates
Set physics substeps to 4, to prevent ragdoll "stretching" issues
Readded zombie attack facial expressions
Better handling of reload/lower_weapon states
Rescaled locomotion speeds so that the character takes longer, slower strides, instead of equally-fast but small strides
Increased number of physics substeps
Adding a bit of graph-side damping to 1D move_groundspeed values
Animation improvements (part 2)
Modulating walks by move_groundspeed
Zombie animgraph fixes (IK disable, walk fixes)
Zombie attack/idle/walk selectors
Barebones gutted animgraph for the zombies (not very functional yet)
Zombie animations
Merge branch 'main' of HackWeek_TerryHorror
Fixed forked material paths
Update citizen_horror_fork.vanmgrph
Moved citizen fork to avoid asset stomp & implemented b_weapon_lower on pistol holdtype
Commit of current Citizen sources to do a fork on this hack week gamemode
100 brand-new announcer voice lines (recorded with love)
Citizen/animgraph: fixed NoclipStart state
Citizen/animgraph: greatly simplified the graph around the central poses & center delta
Through eliminating a couple of redundancies and some reorganization, it's a lot easier to wrap your head around now. The idle breathing is now fully independent instead of sometimes being "global" and sometimes not; oddities with this will be smoothed out later.
Citizen/animgraph: moved facial animation to a subgraph + more cleanup
Citizen/animgraph: big restructuring update
The graph structure should be a lot clearer to read and understand now.
Army Jacket skinning pass
Citizen/animgraph: some reorg & added left 90° shuffling (not working in-game yet)
Cargo pants skinning pass
Hawaiian shirt skinning pass
Citizen/animgraph: updated Rifle/SMG branch to use new deploys & fix IK
(Also fixed a weightlist error.)
Merge branch 'master' of sbox
Citizen/animgraph: added aim pitch component for movement animations
See comments inside the animgraph group for thorough explanation.
Citizen/animgraph: bunch of updates
Implemented the new b_deploy parameter on the Pistol branch, renamed draw anims to deploy, & various other little tidbits
Citizen: fixed physics joints (ragdoll) after ScaleAndMirror fixes
Citizen: additional fix on the physics joints for the legs
Citizen: recompiled AO proxies
Citizen: AO proxies are now scaled correctly following ScaleAndMirror fix
Merge branch 'master' of sbox