userMaxime Lebledcancel

1,028 Commits over 1,340 Days - 0.03cph!

3 Months Ago
Human/citizen: more "prefabization" & poor man's RBF backport to Citizen
3 Months Ago
Humans: added a "poor man's RBF" constraint setup which pushes out elbow & kneecap helpers outwards a bit as arms/legs rotate, which helps volume preservation
3 Months Ago
Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
3 Months Ago
Human: removed Rust animations
3 Months Ago
Human: move staging to main
3 Months Ago
Human: more skinning tweaks
3 Months Ago
Human: more skinning adjustments, implemented elbow/knee helpers
3 Months Ago
Humans: updated rig, polished skinning, forked off most VMDL prefabs
4 Months Ago
Citizen: added "blink" pose parameter + "Eyes_1D" sequence
4 Months Ago
Humans: actually link the staging animgraph
4 Months Ago
Humans: v2 staging VMDL & animgraph
4 Months Ago
Added hold_R bone to sword.vmdl
4 Months Ago
Citizen/animgraph: first (very) rough draft of melee_weapons holdtype + a couple of minor fixes
4 Months Ago
Citizen: fixed accidental FBM embedding of Citizen textures in an exported mocap take file, which was causing ModelDoc to extract the folder every time it compiled the VMDL
4 Months Ago
Citizen/animgraph: added experimental dota-style turn poses. Disabled for now because the parameter is not working correctly in-game and I don't have any way of troubleshooting it
4 Months Ago
Citizen/animgraph: tweaked the upper body lean layer poses to account for the change to model-space additive compositing
5 Months Ago
Citizen/hackweek: animgraph implementation of prototype avatar menu animations
5 Months Ago
Citizen/hackweek: added 58 new **prototype** animations for the avatar menu + moved all menu animations into a separate folder & prefab
5 Months Ago
v_usp: fixed two-handed firing anim errors
5 Months Ago
v_spaghellim4: added fire animation & hooked up dry fire
5 Months Ago
v_m4a1: correctly bound foregrip attachments to weapon_root
5 Months Ago
v_spaghellim4: added VMDL & animgraph metadata related to showing/hiding shells bodygroup
5 Months Ago
Citizen: re-enabled upper body component of the lean layer
5 Months Ago
v_spaghellim4: 'first shell reload' animation + added support for 'classic' b_reload https://files.facepunch.com/maxlebled/1b0211b1/sbox-dev_2024-08-02_03-19-43.mp4
5 Months Ago
FPArms: added "Only_Weapon_no_IK" weightlist
5 Months Ago
v_spaghellim4: new animations & base animgraph
5 Months Ago
v_usp: fixed fire animations having the hammer behaving wrong, and a little blend-out hitch (was caused by fire anims being turned into self-referential additives as opposed to referencing the base idle poses)
6 Months Ago
All first-person weapons: implemented b_deploy_skip on remaining graphs, disabled Auto Reset on that parameter
6 Months Ago
v_m4a1: added "bayonet" bodygroup
6 Months Ago
v_trenchknife: added "weapon" bodygroup (set to 1 to hide) v_mp9bayonet: added weapon_root bone for v_trenchknife compatibility
6 Months Ago
All first-person weapons: overhauled jump/land/airborne logic (jump is now handled completely separately from the rest and can be triggered at any time if you so wish) + turned that group into a subgraph
6 Months Ago
FPArms: shared jump/land/airborne subgraph + fixed _delta missing from some shared names
6 Months Ago
All first-person animgraphs: more replication of newly-updated shared components
6 Months Ago
FPArms: move_groundspeed to move_bob (0,1)
6 Months Ago
All first-person animgraphs: fixed accidental 1001 instead of 1 on move_bob + removed 2nd setting on ironsights (it's now either disabled or enabled... but it's still an int)
6 Months Ago
v_m4a1: parameter rename & update to latestversion of jump/airborne/land group
6 Months Ago
v_spaghellim4: update to new version of jump/airborne/land group v_spaghellim4: move_groundspeed to move_bob
6 Months Ago
v_m4a1: update shared airborne reference
6 Months Ago
v_usp: big rework of just about everything (added ironsights, improved animgraph bits ported over from other graphs, improvements to existing animations, changed idle poses).
6 Months Ago
v_mp5: overhauled jump/airborne/land logic & animations (coming from a pending USP rework, which itself grabbed bits from the Citizen graph... reduce, reuse, recycle, etc.)
6 Months Ago
FPArms: improved shared jump/airborne/land animations
6 Months Ago
v_mp5: rename move_groundspeed (which controls the run/sprint movement additives) to move_bob, and it's now a 0-1 float instead of a previously arbitrary 0-100
6 Months Ago
v_m4a1: small fix to temp reused deploy
6 Months Ago
v_m4a1: synced up with MP5 changes
6 Months Ago
v_mp5: rename Idle to IdlePose to be consistent with Citizen
6 Months Ago
v_mp5: adjusted ironsights pose & blend timings + slight adjustments to fire anims
6 Months Ago
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
6 Months Ago
FPArms: genericized versions of new ironsight additive animations for the shared library
6 Months Ago
v_mp5: completely reworked state machines for triggering additive transitions (sprint & ironsights); the additives now always play correctly (and completely snap-free regardless of mashing) when their related poses are disabled by Tags, without any weird special case handling + holstering while sprinting doesn't clip into the camera anymore v_mp5: reworked ironsight animations + changed ironsights pose https://files.facepunch.com/maxlebled/1b1511b1/sbox-dev_2024-06-15_01-07-07.mp4
7 Months Ago
v_mp5: reworked sprint group logic, greatly simplified it while solving remaining problems + made additive transitions work with tag-triggered transitions again + additive transitions are weakened to 20% while in ironsights