userMaxime Lebledcancel

1,028 Commits over 1,340 Days - 0.03cph!

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