1,017 Commits over 1,340 Days - 0.03cph!
Clothing: updated LODs on Jeans
Citizen: added bone culling (with prefabs) to LOD 2+3
Citizen: fixed vertex normal seams on LOD3
FPArms: cleaned up materials + prefab changes + added bodygroups to hide arms / show debug gizmos for hold bones
FPArms: completed initial implementation of hold_* adj. parameters for both pos & rot
FPArms: Hold adj. pos layer translation source is now performed in parent space + condensed in one sequence
FPArms: fixed hold_L incorrect default orientation, and added XYZ gizmo teapot tester while animgraph doesn't support bonemerging models yet
FPArms: HoldAdjustment layer params + PosXYZ for RH hold
FPArms: changed PosX range to ±10 instead of ±5
Citizen/animgraph: added Idle SM to melee punch
Currently fades to a static pose if you haven't attacked/moved/crouched in the last 5 seconds. (This will change)
Citizen: separated some animation groups into their own prefabs
Citizen/animgraph: added crouch skid (powersliding) + IK-based noise when skidding
(Powersliding is north-only for now.)
Citizen: updated unicycle pedaling animation with 8% leg X scaling
Updated left leg IK chain to use a World Space parameter as input, instead of Model Space
Animgraph: hooked up pedaling animation
Citizen: added unicycle pedaling animation (basic for now)
*_c files
First draft of Citizen animgraph for this gamemode
Merge branch 'main' of sbox-unicycle-frenzy
Citizen: first Unicycle Frenzy sequences + more animgraph comments
Citizen: added standing aim matrix to melee punch
Citizen: melee attack left animation
Citizen: updated mesh files + further optimized LOD3
Citizen: fixed LOD2/3 still having default eyebrows
Citizen/FPArms: updated animgraphs with barebones stuff for fists blocking pose
Citizen: holdtype_pose value range is now 0-8 instead of 1-8 (0 is also the new default)
Citizen: more comments, explanations, and clarifications throughout the animgraph
Citizen: added two ClothShapeList groups, upper & lower (prefabbed)
... and a quick fix to that upper prefab
Citizen & FPArms source updates
FPArms: couple of quick fixes on the punching animgraph
FPArms: on punching, foundations & placeholder anims for new first-person features
Citizen: adding a couple more aim matrixes (no left-right yet)
Citizen: added a nice aim matrix to standing pistol
FPArms: added all remaining finger adjustment controls
Explicitly recompiled citizen.vmdl_c
FPArms: added parameters for left fingers & to blend either hand to neutral pose
(This would allow you to do finger adjustments on top of the bind pose if you wish, meaning you would be posing the hand entirely through parameters.)
FPArms: more finger adjustment layer stuff + fixed stray vert skinning on ring fingernail
FPArms: fixed incorrect bone markup + added example pistol mesh (rescaled)
FPArms: more work on the finger adjustment layer feature
FPArms: initial commit for base/template animgraph + adding new parameters to punching animgraph
FPArms: sequences & weightlists for finger adjustment layers + more prefabbing
FPArms: moved animations to subfolder
Citizen: more comments and clarifications throughout the animgraph
Citizen: fixed menu exit t-pose
Merge branch 'master' of sbox
Added citizen_sfm.vmdl
(Thanks to prefabs, this is literally just the same as citizen.vmdl but with the ScaleAndMirror node disabled. This is necessary if you want to use the SFM as an animation tool for the character.)
Citizen: moved remaining ModelDoc nodes into prefabs
(BodygroupList, LODGroupList, MaterialGroupLIst, RenderMeshList)
Citizen: moved (almost) every ModelDoc node into prefabs
This will facilitate "forking" the Citizen model into your own gamemodes while automatically keeping up-to-date with what we do.
Citizen: updated random attack expression weights
Citizen: reworked facial compositing so attack expressions can now take control of eyelids, and automatic random blinks can take place on top of these
Citizen: updated attack expressions
Update first_person_arms_punching.vanmgrph_c