969 Commits over 1,249 Days - 0.03cph!
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
Citizen: HitboxSetList is now scaled correctly following ScaleAndMirror fix
Citizen/animgraph: idle optimizations
Added the previously on-the-fly variants of the idle additive as "pre-made" animations. This reduces the overall number of nodes & animation fetches.
Citizen/animgraph: hooked up swimming idle anim
Citizen: fixed LOD3 eyes + more animgraph comments
Citizen/animgraph: added new parameters
Citizen/animgraph: added aim matrix for CrouchIdlePose_Default
Citizen: fixed IdlePose_Default having been exported with 11 frames instead of 30
This fixes idle animations playing too fast.
Citizen/animgraph: reenabled standing long idle poses that I'd disabled for testing
Citizen/animgraph: added generic standing aim matrices
IdlePose_Default is now properly symmetrical as was intended, and comes with 3 different aim matrices (normal, fully halved, vertical halved; the latter being the one in use) that solve limitations of the procedural Look At chains.
Citizen/animgraph: IdlePose_07 looks better with bulky clothes
Citizen/animgraph: fixed pose choice weights
Citizen/animgraph: added IdlePose_07R/L, added more weightlists, added more comments
Citizen/animgraph: 04R/L idle pose + added working IK on 05
Citizen/animgraph: added SitPose_02 R/L
Citizen: fixed hierarchical corruption in AnimationList prefab
(And also fixed a bunch of flags for those who wish to do non-animgraph playback with these.)
Merge branch 'master' of sbox
Citizen/animgraph: added SitPose_01
Citizen: hand hitboxes cover more of the hand now
(It was very small before.)
Citizen/animgraph: sit idle motion & fixes
- Added look chains & idle breathing to sitting.
- The "none" weapon branch now has a reset blocker which, it turns out, is now needed since the look/aim stuff was moved much earlier in the graph and isn't here anymore to block reset signals coming from the 2nd "holdtype" selector node. This fixes sitting bugging out if sitting with a weapon & going back to being weaponless.
The engine seems very insistent that these vtex files should be deleted
Citizen/animgraph: let sit_offset_height affect model-space IK targets
Citizen/animgraph: changes to sitting
- The "b_sit" boolean is out, replaced by the "sit" enum. 1 = sitting normally, in any seat-like circumstances, and 2 = sitting on the ground, with its own set of poses.
- Added the "sit_offset_height" float, active only if sit = 1, to let you adjust the height, currently with a range of -12 to +12.
- Added the "sit_pose" float, to let you choose a sitting pose in either state. No randomization here, 0 = a default pose.
- The sit stuff is now in a subgraph; this is a good place to start dogfooding it.
Citizen/animgraph: idle updates + sit fixes
Citizen: more pose updates (added ground-sitting ones)
Citizen: changed morph-enabled items to use an "AnimBindPose" node instead of an externally-referenced idle pose
Merge branch 'master' of sbox
Citizen: updated/added idle poses
Not committing animgraph yet; the implementation of idle noise is getting moved around & reorganized, with a few things still to be sorted out.
Citizen: updated IdlePose_03
Citizen/animgraph: control weaponless long idle poses
Set the "holdtype_pose" float to -1 to disable, 0 for "anything" (random), and then any value above to get a specific pose.
Citizen source updates (helper changes in the model + usual anim updates that include some control rig improvements)
Citizen: updated weaponless idle poses
Split 01/02 into 01_L and 01_R, and added a new 02.
Citizen/animgraph: new parameters + IK chain changes
Citizen/animgraph: first draft of "long idle" in weaponless state
You will now transition to a different standing pose if you've not been moving for 5 seconds while not having any weapon equipped. This will currently look a little odd in motion due to no IK / different aim or additive idle management etc.
Citizen: elbow & kneecap helpers now cooperate with stretching/squashing limb lengths limbs
The elbow helpers are now children of the lower arm bones, and the kneecap helpers are now children of the lower leg bones. The procedural constraints were then adjusted accordingly. This makes stretching/squashing limb lengths work properly, and without needing animation sequences to hold helper position data... which didn't exist, and was set to be ignored anyway.
Citizen source updates (LOD2 changes)
Citizen: updated LOD2 to reflect recent changes (incl. remade feet to fix issues)