1,028 Commits over 1,340 Days - 0.03cph!
Citizen/animgraph: updated landing
Citizen/animgraph: airborne side selector
(During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes)
Citizen/animgraph: updated jump anim and airborne poses+blends
Citizen/animgraph: updated Jump anim
Citizen/animgraph: must have been airborne for 150ms or longer for landing anim to be playable
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses
Merge branch 'master' of sbox
Straight Down aim matrix experimentation
Merge branch 'master' of sbox
Citizen/animgraph: unhooked new Choice node as it's causing a strange, menu-only animation playback bug
Citizen/animgraph: VR fully overrides arms + voice float + etc.
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
Citizen/animgraph: changed skid bounds from 400 to 650
Citizen/animgraph: skid experiment
Updated sideman world model
Updated blaster world model
Merge branch 'main' of sbox-hover
Removed silencer from sideman first-person model
Swapped scope on blaster first-person model + ran asset cleanup
Citizen/animgraph: post-jump airborne state now has a 1D Blend based on vertical velocity (move_z). First pass
On-the-fly delta compositing for melee_punch
Citizen right punch animation (complete)
More progress on punch anim
Preparing more punch stuff in the animgraph
WIP right melee_punch attack animation
Citizen/animgraph: more work on melee_fists
Citizen/animgraph: progress on melee_punch + holdtype_attack parameter now starts at 0 instead of 1 (this is how you know I'm not a programmer)
Deleting unintentional duplicate file
Updated temp_punch
Brought Terry to an ophthalmologist and got treatment for their lazy eye
Citizen: updated move_RH/move_LH weightlists
Merge branch 'master' of sbox-game
Added temporary punch first-person model/anims
Citizen/animgraph: rename melee to melee_punch
Citizen/animgraph: adjust crouch poses (the model is much more centered on its own origin now) + other tweaks
Citizen/animgraph: fixed incorrect root_IK on melee_punch_idle_standing.dmx causing some funky issues
Citizen/animgraph: crouching melee punch idles
Citizen: added melee punching idles
Updated citizen MoBu characterization
Fix attempt for issue #652
Added disclaimer about bug under investigation in the graph
Citizen/animgraph: added different poses for weaponless (early commit with a potential bug, troubleshooting)
Reexported citizen.fbx as binary FBX instead of ASCII
Citizen/animgraph: added *_z parameters
Citizen/animgraph: added springs onto the 2D locomotion blends + first pass at leaning during jumping and falling
Citizen/animgraph: pistol RH crouch
Citizen/animgraph: added Pistol RH reload
Set ACT_IDLE on all bird animations
Citizen/animgraph: work-in-progress Pistol RH variant
This bit of the bird model hadn't committed