userMaxime Lebledcancel

1,017 Commits over 1,340 Days - 0.03cph!

11 Months Ago
Citizen/animgraph: the voice parameter now cancels out most mouth-related morphs so that the mouth is closed before the OVR lipsync operates (but some morphs can still partially leak through to retain some of the underlying expressions) + more MorphFrame expressions
11 Months Ago
Citizen: added a handful of new MorphFrame nodes for various expressions
11 Months Ago
Add game/config/input/common.json to .gitignore
11 Months Ago
Citizen: fixed the neck bone in Airborne_Flail_Movement having been pushed down due to a CAT bug
11 Months Ago
Citizen: converted all existing FBX animation files to binary FBX - for Facepunch/sbox-issues#3085 Most were already binary FBX, but a few of the earliest ones were ASCII.
11 Months Ago
Citizen/animgraph: update "voice" to use a MorphFrame instead of a DMX file + subgraph tweaks + weightlist tweaks
11 Months Ago
Citizen: updated visemes prefab Citizen: set viseme prefab to enabled Merge branch 'master' of sbox
12 Months Ago
Citizen/animgraph: apply the "Disable scale_height main pelvis offset" Tag to the rolling state. Will need a more thorough solution later. (Facepunch/sbox-issues#4296)
12 Months Ago
Citizen/animgraph: enable "lock state when waning" on the "Tag & Reset Movement" state machines
12 Months Ago
Citizen/animgraph: further improve skid. Blending in/out should be more graceful now, respecting the movement 2D blendspace's own timings. Revamped the "noise" layer additive animation: it now scales with speed, and it inherently lowers the pelvis by a few units to avoid IK pops. Fixed duck transition potentially spazzing out if you duck while skidding, or blending in/out of skidding. Disabled crouch skidding (for now?) https://files.facepunch.com/maxlebled/1b2011b1/2023-12-20%2019-33-21.mp4
12 Months Ago
Citizen/animgraph: use the skid 1D Blendspace to extend the 2D Blendspace past its boundaries gracefully & infinitely rather than outright replacing it (because move_direction cannot be dampened, especially in conjuction with move_groundspeed as part of another downstream 1D Blend) + use different weightlist to do the model-space rotation blending
12 Months Ago
Citizen: add a couple of new weightlists (Only_Arms + Blend_UpperBody_HalfSpine_FullArms)
12 Months Ago
Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that)
12 Months Ago
Citizen/animgraph: added Skid_C to complement the 1D blend
12 Months Ago
Citizen/animgraph: added wish-based flailing & directional lean to skid, and converted the 2D x/y blend to a 1D move_direction blend to ensure the transition between directions look proper regardless of speed https://files.facepunch.com/maxlebled/1b1811b1/2023-12-18%2013-46-47.mp4
12 Months Ago
Citizen/animgraph: added Jump_Crouching animation
12 Months Ago
Citizen: updated Jump animation, renamed it to Jump_Standing, + safeguarded against a rare bug where jumping at a very specific time (frame-perfect?) could cause the jump to be instantly overridden by landing, probably on the exact same tick (see attached video) https://files.facepunch.com/maxlebled/1b1411b1/2023-12-14%2017-57-20_reencode.mp4
12 Months Ago
Add clothing_c files as an explicit exclusion to the .gitignore rule that excludes compiled content — and restore the files, since contentbuilder can't take care of them for now
12 Months Ago
Citizen/animgraph: address a couple of edge cases with that last commit & shove the nodes in a group
12 Months Ago
Citizen/animgraph: fix potential animation snaps caused by the reset signal used to reset the movement cycle phase sometimes overlapping the frame you start moving (especially while holding SHIFT). Rather than send a reset signal if you were idle for at least 300ms *and* you start moving, simply send a reset signal if you've been idle for 300ms at all https://files.facepunch.com/maxlebled/1b1311b1/sbox_2023-12-13_09-41-59.mp4
12 Months Ago
Citizen/animgraph: also nest the long transition from post-jump airborne back to normal state https://files.facepunch.com/maxlebled/1b1311b1/sbox_2023-12-13_09-41-59.mp4
1 Year Ago
Citizen/animgraph: use a nested State Machine (single transition, conditionless) to always fade in the post-jump airborne state over a longer period of time than the downstream SM allows (see commit comment) If we go straight from grounded to airborne (without a jump) then we still want to fade the airborne state quite slow... but we also want a fast snap-free state transition back to grounded if we land almost immediately. Snaps happen if a transition out of a state engages while you're still transitioning into this state. The 'protection' against snaps is done by using 'Time in State' conditions that are slightly longer than the previous transition's blend time. But if we keep that time too high, having very fast transitions (e.g. land-grounded-airborne-grounded-airborne) can look really off. You'd be in the airborne state for a noticeable period of time even though you're running. Therefore a very short 'protection time' below 200ms is required. But with such a short time, going straight from grounded to airborne is too snappy. Therefore, inside the state, we use a new SM, with a single conditionless transition, to always fade in from the upstream state gracefully, over a longer period of time. Because it's effectively a nested SM, it doesn't matter that the downstream state transitions are 100ms long. And because the jump-to-airborne transition is quite long, not only does it barely matter that this fade-in always happens, I also think it makes it look a bit better... The SM always needs to receive a reset from downstream to restart the fade-in from the start, so I have to use yet another 'makeshift reset blocker' to prevent the upstream movement states from getting reset. (Otherwise you'd see a snap as soon as b_grounded went false)
1 Year Ago
Delete all compiled content under "/game/core/models/" from the repository
1 Year Ago
Delete all compiled content under "/game/addons/citizen/" from the repository
1 Year Ago
Citizen/animgraph: make head look more reactive and bouncier
1 Year Ago
Apply the same .gitignore wildcard fix that I had made to sbox-assets to prevent compiled files from being committed (*_c to *.*_c), with the explicit exclusion of !*.shader_c
1 Year Ago
Citizen: polish Land_Crouching a bit
1 Year Ago
Citizen/animgraph: rip out the Selector node that oversees move_style, and replace it by a State Machine implementation; solves a moderate animation snap if you go from idle to full-on sprint, and also safeguards against repeated large snaps if tapping SHIFT
1 Year Ago
Citizen/animgraph: improve jump SM logic + make wish-based airborne flail fade in over 500ms (this leaves the visuals after jump almost unaffected while letting non-jump scenarios like "running off a cliff" look & feel better) + move its 1D blend slightly downstream (this prevents the non-wish flail and the wish flail from competing, and they run out of phase sync so that could look terrible)
1 Year Ago
Citizen: improved Land_Standing_Movement_[E/W]
1 Year Ago
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
1 Year Ago
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
1 Year Ago
Model Viewer: expand the character controller scene so I can better gauge movement
1 Year Ago
Citizen: one last pass at the airborne flailing (tweaked hands/fingers, added head motion because I'd forgotten, and offset the loop start point)
1 Year Ago
Citizen: improve airborne flailing (legs move more, and line up better with the direction input)
1 Year Ago
Citizen/animgraph: improved Land_Standing_Movement_S
1 Year 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
1 Year Ago
Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations
1 Year Ago
Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files
1 Year Ago
Citizen/animgraph: tie the new airborne flailing to wish_groundspeed
1 Year Ago
Citizen/animgraph: added better airborne flailing + fixed airborne-ground-airborne jank protection using a timeout of 1000ms instead of 100ms
1 Year Ago
Citizen/animgraph: added Sprint_NW
1 Year Ago
Citizen/animgraph: added Sprint_NE + other misc. small tweaks
1 Year Ago
Citizen/animgraph: reverse the orders of "lock when waned" in the landing animation groups
1 Year Ago
Citizen: reduced the lean in the sprint forwards animation clip by ~20 degrees
1 Year Ago
Citizen/animgraph: expanded landing animations (new crouching & movement-specific behaviours), + big improvements to blending out of landing
1 Year Ago
Citizen/animgraph: improved sprinting animation & handling of the locomotion 'wish' layer
1 Year 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
1 Year 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
1 Year 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