userMaxime Lebledcancel

969 Commits over 1,249 Days - 0.03cph!

3 Years Ago
Source updates
3 Years Ago
Improved shotgun attack animations + a few other minor tweaks
3 Years Ago
Universal "carry anything" holdtype
3 Years Ago
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
3 Years Ago
Added HoldItem two-handed poses, added movement 1D Blends as ModelDoc sequences
3 Years Ago
Source updates
3 Years Ago
Work checkpoint
3 Years Ago
HoldItem holdtype work in progress
3 Years Ago
Unbroke the animgraph
3 Years Ago
More animgraph updates
3 Years Ago
Updating animgraph with new parameters
3 Years Ago
Improvements to transitioning in/out of long idle states Fixed missing BoneMarkupData for ikrule bones, updated gitignore Added facial fidgets
3 Years Ago
Source updates
3 Years Ago
Updated animgraph with some fixes, added facial idle noise, updated pistol reload
3 Years Ago
Added LOD1 to Citizen
3 Years Ago
Source updates
3 Years Ago
Citizen LOD 2&3
3 Years Ago
Added LOD3 to Citizen (1.7k tris)
3 Years Ago
Added LOD2 to Citizen (14k to 3k tris)
3 Years Ago
Syncing citizen in sbox-game
3 Years Ago
Trigger facial animation when attacking
3 Years Ago
Implemented "long idle" to the pistol branch If standing without 10 seconds without moving or performing actions, switches to a different sub-chain
3 Years Ago
Turret fire animation with animgraph parameter
3 Years Ago
Source file updates
3 Years Ago
Fixed root motion values not being carried through the "procedural helper cleaner" node
3 Years Ago
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.
3 Years Ago
Pistol firing should set b_attack to true
3 Years Ago
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.
3 Years Ago
Animgraph checkpoint Merge branch 'master' of sbox Weapon delta sequences are now precomputed in ModelDoc to save on graph complexity and runtime cost
3 Years Ago
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
3 Years Ago
Crouch poses for shotgun & SMG holdtypes
3 Years Ago
Citizen footstep volume adjustment Merge branch 'master' of sbox
3 Years Ago
Procedural hit reactions node changes
3 Years Ago
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)
3 Years Ago
Updated animgraph with new parameters Merge branch 'master' of sbox
3 Years Ago
Animgraph updates (includes more comments)
3 Years Ago
Anim source file updates
3 Years Ago
Animgraph updates (conditional IK disable during reload gesture)
3 Years Ago
Animgraph updates
3 Years Ago
Sample bat script to mount ref folder as addon in Sbox
3 Years Ago
Update .gitignore
3 Years Ago
Animgraph & animation updates
3 Years Ago
Added b_sit input to the animgraph
3 Years Ago
SMG reload animation + hooked up shotgun holdtype Merge branch 'master' of sbox
3 Years Ago
Pistol reload animation
3 Years Ago
Squash anim
3 Years Ago
Added a conditional IK disable at the end of the animgraph + temp (?) fix for noclip-out overriding landing
3 Years Ago
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.)
3 Years Ago
Improved jump & land animations
3 Years Ago
Citizen animgraph/vmdl updates