1,069 Commits over 1,430 Days - 0.03cph!
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
Animated version of the bird particle model (+ fixed textures being off-center & improved normal map)
Citizen/animgraph: center poses are now applied additively based on move_groundspeed + more comments
This change fixes footstep distances being increasingly inaccurate as movement speed got closer to 0, and it also helps make the transition from moving to idle look much smoother, because the application of the center pose can be slightly delayed through damping.
Citizen/animgraph: updates to exit menu state + foundation of future changes
Citizen/animgraph: tweaks to menu exit state
Citizen/animgraph: added menu_exit_panic & idle_states enum
Citizen/animgraph: enabled an additive Aim Matrix on the shotgun branch
Citizen/animgraph: various cleanup & fixes
Citizen/animgraph: added time checks to prevent "long idle" aim chains from incorrectly being enabled for half a second after a weapon switch
Citizen/animgraph: proper reset signalling on the weapon aim SMs