1,028 Commits over 1,340 Days - 0.03cph!
Animgraph/tutorials: added file on transition orders
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
Animgraph tutorials: added new file on reset signals
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
Citizen/animgraph: use idle layer instead of static frame when slide move_groundspeed=0
Animgraph tutorials: layout changes & readability improvements to account for QT screen scale shenanigans (😒)
Update tutorial_02_basic_principles.vanmgrph
Added five tutorial graphs under /game/core/animgraphs -- more to come!
Citizen: disabled viseme prefab by default
Citizen: added debug_animation_scaling anim
v_mp5: added (rough) holster animation
w_mp5: adjusted hold position
FPArms: minor cleanup in punching animgraph
v_usp: first pass at implementing jump/airborne/land movement states
v_usp: bit of polish on reload & deploy animations
v_usp: improve 2H_Deploy_Safety camera
v_usp: don't blank out the left arm of fire additives if two-handed
v_usp: added different fire animations for two-handed
v_usp: renamed all animations to be consistent with the naming scheme in Citizen ("1H/2H" goes first)
v_mp5: improved the look of firing by adding new animations, updating existing ones, and making the hold layer a bouncy spring
w_mp5: physics shapes + quick AO proxies
w_mp5: bone & attachments
Typo fix in asset.party package publish successful
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
v_mp5: deploy & reload animations + animgraph
v_usp: fix reload's left hand having a bit of jank if you fired & reloaded immediately
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
v_mp5: initial animation commit
v_usp: fixed twist constraints missing
FPArms: added new debug animations for twist constraints, moved debug anims into prefab
Citizen: added visemes animation prefab containing a set of viseme morph frames
v_usp: move reloading states into their own sub-state machine, make fire additives with a separately timed reload interruption
Update first_person_arms_punching.vanmgrph_c
v_toolgun: latest blockout
v_usp: new animations, + animated camera rotation scales down with movement speed (down to 50% at 100 u/s)
FPArms: move_groundspeed min/max to -1000,1000
FPArms: hack workaround to share all parameters through the adjustments subgraph. Unfortunately this does not work with bools or enums :(
v_toolgun: updated blockout
v_toolgun (blockout version)
Citizen/animgraph: further protect against movement hitches by blocking reset signals to the pelvis lean additive node + updated comments
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.
Citizen/animgraph: your input direction is now visually reflected when airborne
https://files.facepunch.com/maxlebled/1b0711b1/airborne_wish_lean.webm
Update first_person_arms_adjustments.vsubgrph