969 Commits over 1,249 Days - 0.03cph!
Improved shotgun attack animations + a few other minor tweaks
Universal "carry anything" holdtype
Added throw animations for HoldItem + other changes
2 variants for left-handed & right-handed, only one for 2-handed.
Also added the following Parameters to the animgraph: holdtype_attack, holdtype_handedness, holdtype_pose, holdtype_pose_hand
Added HoldItem two-handed poses, added movement 1D Blends as ModelDoc sequences
HoldItem holdtype work in progress
Updating animgraph with new parameters
Improvements to transitioning in/out of long idle states
Fixed missing BoneMarkupData for ikrule bones, updated gitignore
Added facial fidgets
Updated animgraph with some fixes, added facial idle noise, updated pistol reload
Added LOD3 to Citizen (1.7k tris)
Added LOD2 to Citizen (14k to 3k tris)
Syncing citizen in sbox-game
Trigger facial animation when attacking
Implemented "long idle" to the pistol branch
If standing without 10 seconds without moving or performing actions, switches to a different sub-chain
Turret fire animation with animgraph parameter
Fixed root motion values not being carried through the "procedural helper cleaner" node
More big changes to the animgraph compositing structure
Additive attacks, procedural hit reaction tweaks, proper pelvis delta compositing in which upper body motion doesn't get doubled up, fixed helper bones getting jittery, head look chain is now part of weapon branches, etc.
Pistol firing should set b_attack to true
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks
This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
Animgraph checkpoint
Merge branch 'master' of sbox
Weapon delta sequences are now precomputed in ModelDoc to save on graph complexity and runtime cost
Citizen animgraph updates with massive improvements
Conditional aim *and* IK disables on all holdtypes
New damping parameters on a new look/aim setup for weapon holdtypes
Separate damping and new look chains when not wielding a weapon
Weapon gestures now also composite a pelvis-only additive component
(and probably more that I forgot)
Merge branch 'master' of sbox
Crouch poses for shotgun & SMG holdtypes
Citizen footstep volume adjustment
Merge branch 'master' of sbox
Procedural hit reactions node changes
Animgraph updates
Duck being an analog/float input is now properly handled, your equipped weapon has no more weird offsets from where you're actually aiming, and weapon gestures can disable aim chains as well as IK (though somewhat inelegantly for now)
Updated animgraph with new parameters
Merge branch 'master' of sbox
Animgraph updates (includes more comments)
Animgraph updates (conditional IK disable during reload gesture)
Sample bat script to mount ref folder as addon in Sbox
Animgraph & animation updates
Added b_sit input to the animgraph
SMG reload animation + hooked up shotgun holdtype
Merge branch 'master' of sbox
Added a conditional IK disable at the end of the animgraph + temp (?) fix for noclip-out overriding landing
Fixed jump sometimes playing the fall animation instead of jump
(This could happen if you jumped right after landing in a very small time window. The state machine needed some more conditional checks.)
Improved jump & land animations
Citizen animgraph/vmdl updates