userMaxime Lebledcancel

880 Commits over 1,005 Days - 0.04cph!

6 Months Ago
Citizen/animgraph: changed the facial idle noise layer so that it won't part the lips anymore + other small layout/comment improvements
6 Months Ago
Citizen/animgraph: improvements on scale_height subgraph (much more readable layout, added safeguard against duck corrective in special movement states)
6 Months Ago
Animgraph/tutorials: added file on transition orders
6 Months Ago
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
6 Months Ago
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
6 Months Ago
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
6 Months Ago
Animgraph tutorials: added new file on reset signals
6 Months Ago
Citizen/animgraph: improved the Slide special movement state through the use of nested state machines + fun partial re-use of the Roll Exit anims for it + fixed head bug in the Roll state
6 Months Ago
Citizen/animgraph: use idle layer instead of static frame when slide move_groundspeed=0
6 Months Ago
Animgraph tutorials: layout changes & readability improvements to account for QT screen scale shenanigans (😒)
7 Months Ago
Update tutorial_02_basic_principles.vanmgrph
7 Months Ago
Added five tutorial graphs under /game/core/animgraphs -- more to come!
7 Months Ago
Citizen: disabled viseme prefab by default
7 Months Ago
Citizen: added debug_animation_scaling anim
7 Months Ago
v_mp5: added (rough) holster animation
7 Months Ago
w_mp5: adjusted hold position
7 Months Ago
FPArms: minor cleanup in punching animgraph
7 Months Ago
v_usp: first pass at implementing jump/airborne/land movement states
7 Months Ago
v_usp: bit of polish on reload & deploy animations
7 Months Ago
v_usp: improve 2H_Deploy_Safety camera
7 Months Ago
v_usp: don't blank out the left arm of fire additives if two-handed
7 Months Ago
v_usp: added different fire animations for two-handed
7 Months Ago
v_usp: renamed all animations to be consistent with the naming scheme in Citizen ("1H/2H" goes first)
7 Months Ago
v_mp5: improved the look of firing by adding new animations, updating existing ones, and making the hold layer a bouncy spring
7 Months Ago
various vmat_c changes
7 Months Ago
v_mp5: attachments
7 Months Ago
w_mp5: physics shapes + quick AO proxies
7 Months Ago
w_mp5: bone & attachments
7 Months Ago
Typo fix in asset.party package publish successful
7 Months Ago
v_usp: changed on-screen position to be a bit closer, higher, and a slight roll to the left. Also fixed bones for IK intermediaries in animations
7 Months Ago
v_mp5: deploy & reload animations + animgraph
7 Months Ago
v_usp: minor updates
7 Months Ago
v_usp: offsets WIP
7 Months Ago
v_usp: fix reload's left hand having a bit of jank if you fired & reloaded immediately
7 Months Ago
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
7 Months Ago
v_mp5: initial animation commit
7 Months Ago
v_usp: fixed twist constraints missing
7 Months Ago
FPArms: added new debug animations for twist constraints, moved debug anims into prefab
7 Months Ago
.addon to .sbproj
7 Months Ago
Citizen: added visemes animation prefab containing a set of viseme morph frames
7 Months Ago
v_usp: move reloading states into their own sub-state machine, make fire additives with a separately timed reload interruption
7 Months Ago
Update first_person_arms_punching.vanmgrph_c
7 Months Ago
v_toolgun: latest blockout
7 Months Ago
v_usp: new animations, + animated camera rotation scales down with movement speed (down to 50% at 100 u/s)
7 Months Ago
FPArms: move_groundspeed min/max to -1000,1000
7 Months Ago
FPArms: hack workaround to share all parameters through the adjustments subgraph. Unfortunately this does not work with bools or enums :(
8 Months Ago
v_toolgun: updated blockout
8 Months Ago
v_toolgun (blockout version)
8 Months Ago
Citizen/animgraph: further protect against movement hitches by blocking reset signals to the pelvis lean additive node + updated comments
8 Months Ago
Citizen/animgraph: prevent animation hitches that could happen when strafing back and forth or changing directions (see commit comment) + improved noclip blend In order to have movement cycles always start from the same phase (left foot passing the right foot), the state machine in charge of tagging would send a reset signal every time the movement speed would go from under 2 u/s (defined as idle) to above 2 u/s (or 100 u/s in one tick). However, strafing back and forth or changing directions could satisfy these conditions right away, and the received signal would not only reset the 2D Blendspace, but also the newer lean layers, creating a visible hitch. The implemented solution is a second set of state change conditions. The current conditions still exist, but don't send a reset signal anymore. The new set of conditions can still send a reset, but they also require to have spent at least 250ms under 2 u/s first. The defined transition priority order now sets the newer set of conditions to the first slots, to then make sure the time condition can always get evaluated first.