userMaxime Lebledcancel

880 Commits over 1,005 Days - 0.04cph!

3 Months Ago
Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations
3 Months Ago
Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files
3 Months Ago
Citizen/animgraph: tie the new airborne flailing to wish_groundspeed
3 Months Ago
Citizen/animgraph: added better airborne flailing + fixed airborne-ground-airborne jank protection using a timeout of 1000ms instead of 100ms
3 Months Ago
Citizen/animgraph: added Sprint_NW
3 Months Ago
Citizen/animgraph: added Sprint_NE + other misc. small tweaks
3 Months Ago
Citizen/animgraph: reverse the orders of "lock when waned" in the landing animation groups
3 Months Ago
Citizen: reduced the lean in the sprint forwards animation clip by ~20 degrees
3 Months Ago
Citizen/animgraph: expanded landing animations (new crouching & movement-specific behaviours), + big improvements to blending out of landing
3 Months Ago
Citizen/animgraph: improved sprinting animation & handling of the locomotion 'wish' layer
3 Months Ago
Citizen/animgraph: further improved the lean layer, especially when holding a weapon Head look adjustments forthcoming still. https://files.facepunch.com/maxlebled/1b1711b1/2023-11-17%2017-35-37.mp4
3 Months Ago
Citizen/animgraph: rework input-based lean layers The upper body lean component now works much better, and is nicely staggered with the additive pelvis position component. A copy of the system, with different settings, is now applied while crouching, which improves settling back to idle. The upper body bit is still a bit hacky due to the lack of model-space additive support, but this works OK enough for now. The entire system is composited in *before* the "center delta" system, so it can't stomp any non-default idle poses anymore. https://files.facepunch.com/maxlebled/1b1611b1/2023-11-16%2021-41-22.mp4
3 Months Ago
Citizen/animgraph: re-added 2X walks to the 2D blendspace, made them use new fast walks where currently applicable, and renamed "Walk_[direction]_2X" to "Walk2X_[direction]" for consistency
3 Months Ago
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
4 Months Ago
Citizen/animgraph: added experimental Sprint_N animation (doesn't play nice with compositing yet)
4 Months Ago
Citizen/animgraph: lowered distance of strides in WalkFast_E/N, reining in the look of the legs especially once other layers contribute to the pose
4 Months Ago
Citizen/animgraph: added WalkFast_E/NE & updated S
4 Months Ago
Citizen: updated WalkFast_N
4 Months Ago
Citizen/animgraph: fixed foot IK parameters also affecting hands
4 Months Ago
Citizen/animgraph: new parameters for "manual" / code-side IK, removed b_vr
4 Months Ago
FPArms: another pass at movement anims
4 Months Ago
FPArms: camera is now handled separately on a different path & made additive so that simultaneous jump/land/airborne + attack anims don't stomp each other unpleasantly
4 Months Ago
Citizen: move foot attachments into prefab
4 Months Ago
FPArms: updated weightlists FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
4 Months Ago
Fix .gitignore wildcard that should have been *.*_c instead of *_c & restore the few assets caught by the former
4 Months Ago
Revert "Remove all vmat_c files from repo" This reverts commit 78190dfd8e5471286d0142df92a07cd8d3968e14.
4 Months Ago
Remove all vmat_c files from repo
4 Months Ago
Exclude .mayaSwatches from main repository too
4 Months Ago
Remove all compiled content that is now excluded by .gitignore
4 Months Ago
.gitignore: ignore all compiled content except shaders
4 Months Ago
.gitignore: ignore all compiled content except shaders
5 Months Ago
Weapons: sync with changes
5 Months Ago
FPArms: update shared sprint anim
5 Months Ago
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
5 Months Ago
Weapons: remove HoldAdjustment_ parameters from all animgraphs
5 Months Ago
v_mp5/v_usp: sync up with recent changes
5 Months Ago
FPArms: add sprinting anim to punching animgraph
5 Months Ago
FPArms: remove hold adjustment sequences from adjustment prefab
5 Months Ago
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims
5 Months Ago
FPArms: added shared holster animation
5 Months Ago
v_usp/v_spaghellim4: added holster animations
5 Months Ago
v_spaghellim4: base animgraph
5 Months Ago
v_spaghellim4: basic viewmodel setup
5 Months Ago
FPArms: more shared stuff Merge branch 'master' of sbox
5 Months Ago
v_usp/v_mp5: use shared references instead of previous cross references
5 Months Ago
FPArms: jump/airborne/land use shared zero reference point, added shared fire anims
5 Months Ago
FPArms: shared idlelayer uses shared zero reference point instead of other pose Merge branch 'master' of sbox
5 Months Ago
FPArms: added run/sprint & local zero reference to the shared anim prefab
5 Months Ago
v_mp5/v_usp: changes related to first person arms work (see main commit comments: 2573bebbec159e3703c437a5887d64fa5dd94665)
5 Months Ago
FPArms: many changes involving moving stuff into the first person arms VMDL for easier sharing & genericization (see commit comment) • removed hold_* bones • added weapon_root, weapon_root_children, weapon_IK_hand_*, and hand_*_to_weapon_ikrule, following the same hierarchy as existing weapons (weapon_root is a separate root bone) • weapon_root_children is a new bone between weapon_root and the children ("trigger", "magazine", etc. and the IK bones); this is so that weightlists can be moved into the arms VMDL instead of having to be explicitly defined in each weapon. Only part-specific weightlists (e.g. "mode_selector" for the MP5 knob) need to exist as part of weapon VMDLs now. • transferred common weightlists involving weapon_root • debug gizmo meshes (reminder: they're in a bodygroup) now show the weapon IK targets & the weapon_root bone • added "shared" animationlist prefab which holds generic template anims that weapons can reuse; the goal is to make these as independent from each other as possible (no interlocking references), more to come soon