1,028 Commits over 1,340 Days - 0.03cph!
Update test animgraph for model-space additives
Citizen: add model-space versions of additive idle aim matrices
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
Citizen/animgraph: improved scale_height parameter (see commit comments)
• tweaked input poses, especially the tall one (5% less legs, 5% more torso & arms)
• tweaked stride scaling: from 0,1,2 to -1,1,3 (this lets short characters cover much more ground, and helps prevent IK pops on tall characters)
• added a new weighted constraint to the procedural neck_clothing bone so that it won't flip anymore on extremely short characters (with e.g. jumpsuit outfit)
• scaling your height is now bouncy because it looks fun: https://files.facepunch.com/maxlebled/1b1111b1/sbox-dev_2024-06-11_11-58-31.mp4
Example graph for model-space additive blending implementation
... and also v_crowbar, which I forgot existed
All first-person weapons: changes integrating new sprint animations
FPArms: new shared sprint in/out additive transitions
v_usp: various changes, see commit comment
• same state machine logic improvements recently made to v_mp5
• sprint now has additive in/out transitions
• moved holster animation earlier in the chain of modules so it can get affected by movement & aim additives
• removed obsolete explicit references to the MP5 sources that were made before shared animations were standardised
v_mp5: set b_deploy_skip back to off by default (oops)
FPArms: added shared ironsights animations
v_mp5: improved various state machines in the ironsight & sprint managers so that transition anims don't play by default when the animgraph first initializes
v_mp5: various changes, see commit comments
• 'b_deploy' is now 'b_deploy_skip' and has the opposite behaviour
• reworked knob manager logic to work around the unfortunate fact that animgraph has a 1-tick delay on properly reading tags 😭
• reworked sprint pose manager logic so that the graph doesn't always start in an on-off pose transition
• updated idle pose to take less screen space
• fixed idle pose having a 0.1 degree rotation offset on the camera & having wrong frame count
• small improvements to reload animations
v_spaghellim4: rigged the shotgun up, added animatable shell meshes for future reload animation(s)
Set b_deploy_new & b_throw as auto reset
Actually implement b_deploy_skip
FPArms: added basic throwable animations
Animgraph for throwables
Merge branch 'main' of sbox-hc1
Added hold_R bones to throwables (except C4)
Fix broken movement animations on M4A1 & Spaghelli M4
Add hold_R to v_he_grenade
Merge branch 'main' of sbox-hc1
v_spaghellim4: updated idle pose (again)
First person arms: various updates to prefabs + new non-weapon_root-centric shared animations (for grenades)
First person arms: bring back the hold bones for non-weapon_root-centric setups
v_spaghellim4: updated idle pose
v_m4a1: copy non-shared mode selector weightlists from MP5
v_trenchknife: asset.party metadata
v_m4a1: make temp reused MP5 reload slightly less janky by making it additive at runtime
v_m4a1: viewmodel setup + animgraph (beware of temporary jank)
https://files.facepunch.com/maxlebled/1b2411b1/sbox-dev_2024-05-24_20-01-02.png
Remove VR hand assets from "Half-Life: Alyx" & associated source files
VR hands: couple more fixes + "cylinder" poses
Update VR hands with more backported stuff & fixes + left hand model
Work-in-progress replacement for VR hands
v_crowbar: attack, deploy, holster
Update first_person_arms_adjustments.vsubgrph
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
v_crowbar: basic animated VMDL setup
Layout change missed moving these two files
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
Remove link to forum
Update README.md
Merge pull request #5401 from qxxst/main
Remove links to Facepunch Forum
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
Exaggerate rotateDifference float more
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
These two clothing icons were missed in the layout change
v_trenchknife: missing AnimConstraint prefab + integrate attack anim into animgraph
v_trenchknife: initial commit with basic animgraph
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side
https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4