1,040 Commits over 1,402 Days - 0.03cph!
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
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)
Citizen: improved Land_Standing_Movement_[E/W]
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
Model Viewer: expand the character controller scene so I can better gauge movement
Citizen: one last pass at the airborne flailing (tweaked hands/fingers, added head motion because I'd forgotten, and offset the loop start point)
Citizen: improve airborne flailing (legs move more, and line up better with the direction input)
Citizen/animgraph: improved Land_Standing_Movement_S
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
Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations
Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files
Citizen/animgraph: tie the new airborne flailing to wish_groundspeed
Citizen/animgraph: added better airborne flailing + fixed airborne-ground-airborne jank protection using a timeout of 1000ms instead of 100ms
Citizen/animgraph: added Sprint_NW
Citizen/animgraph: added Sprint_NE + other misc. small tweaks
Citizen/animgraph: reverse the orders of "lock when waned" in the landing animation groups
Citizen: reduced the lean in the sprint forwards animation clip by ~20 degrees
Citizen/animgraph: expanded landing animations (new crouching & movement-specific behaviours), + big improvements to blending out of landing
Citizen/animgraph: improved sprinting animation & handling of the locomotion 'wish' layer
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
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
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
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
Citizen/animgraph: added experimental Sprint_N animation (doesn't play nice with compositing yet)
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
Citizen/animgraph: added WalkFast_E/NE & updated S
Citizen: updated WalkFast_N
Citizen/animgraph: fixed foot IK parameters also affecting hands
Citizen/animgraph: new parameters for "manual" / code-side IK, removed b_vr
FPArms: another pass at movement anims
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
Citizen: move foot attachments into prefab
FPArms: updated weightlists
FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
Fix .gitignore wildcard that should have been *.*_c instead of *_c & restore the few assets caught by the former
Revert "Remove all vmat_c files from repo"
This reverts commit 78190dfd8e5471286d0142df92a07cd8d3968e14.
Remove all vmat_c files from repo
Exclude .mayaSwatches from main repository too
Remove all compiled content that is now excluded by .gitignore
.gitignore: ignore all compiled content except shaders
.gitignore: ignore all compiled content except shaders
Weapons: sync with changes
FPArms: update shared sprint anim
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
Weapons: remove HoldAdjustment_ parameters from all animgraphs
v_mp5/v_usp: sync up with recent changes
FPArms: add sprinting anim to punching animgraph
FPArms: remove hold adjustment sequences from adjustment prefab
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims
FPArms: added shared holster animation