userMaxime Lebledcancel

880 Commits over 1,005 Days - 0.04cph!

5 Months Ago
v_usp: added run/sprint additives (mp5 re-use for now)
5 Months Ago
v_mp5/v_usp: manually synced up graph Parameters & Tags
5 Months Ago
v_mp5: fixed ironsights using the wrong weightlist when reducing run/sprint additive
5 Months Ago
v_mp5: added aim offsets
5 Months Ago
v_usp: renamed "offsets" to "aim offsets" & added forwards/backwards component
5 Months Ago
v_mp5: use a Tag to disable run/sprint additive when needed (jump, airborne...)
5 Months Ago
v_mp5: protect sprint transitions against input mashing
5 Months Ago
v_mp5: Tags now properly suppress the ironsights exit additives
5 Months Ago
FPArms: prefab updates
5 Months Ago
v_mp5: fix ironsights_fire_scale applying even outside of ironsights... 🤦‍♂️
5 Months Ago
v_usp/v_mp5: rename weightlists involved in & around weapon_root (they were getting kind of confusing) + reverse attack_hold scaling for fire additives
5 Months Ago
v_mp5: animgraph cleanup
5 Months Ago
v_usp: added parametric offsets Here's a *VERY EXAGGERATED* example of what this does: https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2014-43-39.mp4
5 Months Ago
v_usp: look offset stuff
5 Months Ago
v_mp5: implemented new run & sprint movement animations https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2008-07-53.mp4
5 Months Ago
Edited MP5 properties to account for new anim stuff
5 Months Ago
v_mp5: basic version of movement anim implementation
5 Months Ago
v_mp5: merge fire & dry fire groups together v_usp: merge fire & dry fire groups together
5 Months Ago
v_mp5: reduce jump/land/airborne additives while in ironsights
5 Months Ago
v_mp5: added jump/airborne/land (temp anims for now)
5 Months Ago
v_usp: fixed landing to idle transition referencing invalid parameter IDs
6 Months Ago
v_usp: jump/airborne/land are now additives, and can play on top of other animations; they also get partially weakened using a Tag-based system during certain animations (actions such as reload, or firing), so you still feel the impact of jumping & landing, but it's not as disruptive to those animations anymore https://files.facepunch.com/maxlebled/1b0911b1/2023-09-09%2009-17-56.mp4
6 Months Ago
v_usp: improved blending at the end of the two-handed reloads
6 Months Ago
v_usp: added two-handed versions of the reload animations
6 Months Ago
Citizen/animgraph: improved jumping feel by making the body & legs lean towards the landing direction This exploits the system used to partially reflect your input while airborne, but it now *reverses it* once the initial jump impulse is over. https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2021-51-46.mp4
6 Months Ago
v_mp5: added Reload_Empty animation https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2005-47-44.mp4
6 Months Ago
v_mp5: improved reload animation
6 Months Ago
v_mp5: polished holster animation https://files.facepunch.com/maxlebled/1b3011b1/2023-08-30%2023-24-55.mp4
6 Months Ago
v_mp5: the fire_hold layer now slightly shifts the fingers' grip too
6 Months Ago
/core/materials/dev/ vmat_c changes
6 Months Ago
sbox_content recompile
6 Months Ago
Citizen content vmat_c changes
6 Months Ago
v_mp5: fixed a sneaky animgraph thing that was causing fire animations to play at a reduced speed, feels much better now
6 Months Ago
v_mp5: improved logic behind firing_mode, set b_deploy to auto-reset, the gun movement during a mode switch is affected by ironsights_fire_scale
6 Months Ago
v_mp5: added dry fire animation
6 Months Ago
v_mp5: various updates (see commit comment) • added firing_mode parameter. 0 = off (safety), 1 = single, 2 = burst, 3 = full_auto. This value controls the visual position of the mode selector knob on the side of the weapon. • added various components that manage the visual state of this knob and play an animation accordingly. The system uses a sort of self-locking (or pseudo-latching) selector, which lets the visual state of the knob sync up when animations call for a specific Tag. • video: https://files.facepunch.com/maxlebled/1b2311b1/sbox_2023-08-23_23-56-42.mp4 • fixed accidental hierarchy swap: the bones that were supposed to stand between weapon_root & the weapon_ikrule bones were children instead of parents. I'll need to export some animations again because of this • added camera animation to deploy & reload • improved reload animation
6 Months Ago
/addons/citizen/ content recompile
6 Months Ago
Citizen/animgraph: add eyebrows & beard to the graph list of bone merge models, for morph testing
6 Months Ago
Animgraph tutorials: update the interface tutorial with the new model picker
6 Months Ago
Create README.md
6 Months Ago
v_mp5: improved ironsights entry/exit additive animations + anim-driven pose has 200ms blend (from 350) https://files.facepunch.com/maxlebled/1b2111b1/2023-08-21%2018-04-13.mp4
6 Months Ago
v_mp5: improved ironsight system with a tag-based override & a resilient additive entry/exit animation setup
6 Months Ago
set b_grounded to start true by default on v_usp & v_mp5
6 Months Ago
vmat_c changes
6 Months Ago
FPArms: shadow-blocker mesh prototype (kept disabled for now)
6 Months Ago
Citizen/animgraph: bits of layout cleanup & rewrote some comment boxes
6 Months Ago
v_mp5: added idle layers
6 Months Ago
v_usp: set noise idle layer to 9 fps playback instead of 10 so that it desyncs over time with the breathe idle layer
6 Months Ago
v_mp5: vmat_c changes
6 Months Ago
v_mp5: implemented ironsights (see commit comment) Ironsights can be either code-driven or mostly animation-driven: • "ironsights" enum, default 0. If set to 1, will trigger the different layers and behaviours required, but will not offset the weapon. Consider it to be a "do the offset yourself" mode. 2 and above will match the different attachments available on the weapon. • "ironsight_fire_scale" float, ranges from 0 to 1, default 0.5. Choose how much scaling down to apply to the firing recoil animations while in any ironsights mode.