userMaxime Lebledcancel

882 Commits over 1,065 Days - 0.03cph!

4 Months Ago
Citizen/animgraph: improved Land_Standing_Movement_S
4 Months Ago
Citizen: perform a post-motion-extraction offset on the sprint anims, to get the center-of-mass & pivot point feel better during turns, and blending in general
4 Months Ago
Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations
4 Months Ago
Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files
4 Months Ago
Citizen/animgraph: tie the new airborne flailing to wish_groundspeed
4 Months Ago
Citizen/animgraph: added better airborne flailing + fixed airborne-ground-airborne jank protection using a timeout of 1000ms instead of 100ms
4 Months Ago
Citizen/animgraph: added Sprint_NW
4 Months Ago
Citizen/animgraph: added Sprint_NE + other misc. small tweaks
4 Months Ago
Citizen/animgraph: reverse the orders of "lock when waned" in the landing animation groups
4 Months Ago
Citizen: reduced the lean in the sprint forwards animation clip by ~20 degrees
4 Months Ago
Citizen/animgraph: expanded landing animations (new crouching & movement-specific behaviours), + big improvements to blending out of landing
4 Months Ago
Citizen/animgraph: improved sprinting animation & handling of the locomotion 'wish' layer
4 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
4 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
5 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
5 Months Ago
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
5 Months Ago
Citizen/animgraph: added experimental Sprint_N animation (doesn't play nice with compositing yet)
5 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
5 Months Ago
Citizen/animgraph: added WalkFast_E/NE & updated S
5 Months Ago
Citizen: updated WalkFast_N
5 Months Ago
Citizen/animgraph: fixed foot IK parameters also affecting hands
5 Months Ago
Citizen/animgraph: new parameters for "manual" / code-side IK, removed b_vr
5 Months Ago
FPArms: another pass at movement anims
5 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
5 Months Ago
Citizen: move foot attachments into prefab
5 Months Ago
FPArms: updated weightlists FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
5 Months Ago
Fix .gitignore wildcard that should have been *.*_c instead of *_c & restore the few assets caught by the former
5 Months Ago
Revert "Remove all vmat_c files from repo" This reverts commit 78190dfd8e5471286d0142df92a07cd8d3968e14.
5 Months Ago
Remove all vmat_c files from repo
5 Months Ago
Exclude .mayaSwatches from main repository too
5 Months Ago
Remove all compiled content that is now excluded by .gitignore
5 Months Ago
.gitignore: ignore all compiled content except shaders
5 Months Ago
.gitignore: ignore all compiled content except shaders
6 Months Ago
Weapons: sync with changes
6 Months Ago
FPArms: update shared sprint anim
6 Months Ago
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
6 Months Ago
Weapons: remove HoldAdjustment_ parameters from all animgraphs
6 Months Ago
v_mp5/v_usp: sync up with recent changes
6 Months Ago
FPArms: add sprinting anim to punching animgraph
6 Months Ago
FPArms: remove hold adjustment sequences from adjustment prefab
6 Months Ago
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims
6 Months Ago
FPArms: added shared holster animation
6 Months Ago
v_usp/v_spaghellim4: added holster animations
6 Months Ago
v_spaghellim4: base animgraph
6 Months Ago
v_spaghellim4: basic viewmodel setup
6 Months Ago
FPArms: more shared stuff Merge branch 'master' of sbox
6 Months Ago
v_usp/v_mp5: use shared references instead of previous cross references
6 Months Ago
FPArms: jump/airborne/land use shared zero reference point, added shared fire anims
6 Months Ago
FPArms: shared idlelayer uses shared zero reference point instead of other pose Merge branch 'master' of sbox
6 Months Ago
FPArms: added run/sprint & local zero reference to the shared anim prefab