1,028 Commits over 1,340 Days - 0.03cph!
Citizen/clothing: updated v-neck t-shirts to latest rig & reskinned them
Merge branch 'master' of sbox
Citizen/clothing: updated cargo pants to the new rig & reskinned them
Citizen/clothing: updated tank top cut body meshes to latest rig + improved skinning along cloth edges
Brightened up the avatar editing menu
Citizen/clothing: added new item, "Diving Rebreather"
This one comes with fancier rigging enabled by item-level animation constraints created entirely in ModelDoc. https://files.facepunch.com/maxlebled/1b1711b1/sbox_2023-04-17_07-19-47.mp4
Citizen/animgraph: improved sit_offset_height
The feet now pivot up and detach from the ground beyond +3 units, and the arms also follow correctly.
https://files.facepunch.com/maxlebled/1b1411b1/sbox_2023-04-14_21-11-48.mp4
Citizen/animgraph: misc. small fixes
Fixed handling of some special movement transitions, move_style keeps cycle when switching modes, & some comment stuff
Citizen/animgraph: added faster walk ring + added "move_style" enum. (See commit comments.)
The faster walk ring helps achieve a better blend between walking & running (the in-between strides are faster and look somewhat less awkward). The "move_style" enum lets you force walking only, or running only. Variations on upright movement could be hooked up there in the future.
Citizen/clothing: updated Posh Dress to latest skinning
Citizen/clothing: converted Posh Dress to new rig setup
Citizen: moved height scale preview sequences into debug prefab
Citizen: part 2 of the recent rig update (see commit comments for details)
- Further improvements to skinning: much better deformation between spine0 and pelvis, refinements to the upper arm to shoulder to neck regions, a gentler blend from thorax to neck to head (which also better matches up with the "chin" of the character), and slightly better volume preservation for elbow and kneecap helpers. All of these changes also allow the height scaling feature to hold up better.
- Fixed a small angle drift that had devilishly sneaked into the leg bones (this is the part where I sarcastically profess my love for 3ds Max and Autodesk software in general)
- Fixed the kneecap helpers being the children of leg_lower_*_twist0 instead of leg_lower_*
- Updated the "all-in-one" FBX source file
- Following this model update, there may be very minor seams showing up in some clothing items under specific circumstances; these will be addressed in separate commits
Citizen: tagged AO mask as uncompressed, which avoids blockiness and banding from showing up, especially on darker skin colors + small improvement to skin05 (a bit less purplish)
Citizen/clothing: added "stopgap" twist setup to shorts, trousers, and vests
Citizen/clothing: added "stopgap" twist setup to jumpers, shirts, and shoes
Citizen/clothing: added "stopgap" twist setup to jackets (testing with this one is parts of the prefab really need to be disabled situationally; if the build server doesn't throw up an error on content compile, then we're good)
Citizen/clothing: added "stopgap" twist setup to gloves
Citizen/clothing: added "stopgap" twist setup to dresses
Citizen: updated the "stopgap" VMDL prefab that should be applied on models with the old Citizen skeleton & merged the two into one (because when flattened, they auto-sort into the proper categories)
Citizen: updated skeleton & twist helpers to use the "containerized" setup seen in the Humans rig + improved behaviour of procedural constraints
This greatly improves the way limbs behave when squashing and stretching, especially when using the height_scale feature, and most notably their upper parts, which were unable to do so properly before.
**IMPORTANT:** this doesn't "break" old VMDLs, because the new twist bones are named differently (previously "twist", now "twist0" & "twist1"). So there is a sort of barebones level of "retrocompatibility". However, it does mean that the old bones will stop twisting. The ideal solution is to fix your clothing items etc. to use the new bone names & transforms, *BUT* as an easy stopgap solution, you can import a prefab onto older VMDLs (like clothing items) which contains the old constraints, and they will run inside that VMDL, separately. (This does mean they won't benefit from the improved squash/stretch, but it will at least keep the helpers running as they did.)
There will also be a minor skinning update in not too long to push this to be as good as possible.
Citizen: disabled IKChain_Old nodes, which were causing issues with Active Sequence Bounds.
All existing animgraph nodes are referencing the newer IK chains anyway (or if I missed some, they should be, anyway)
Citizen: in preparation for minor rig update, 2 VMDL prefabs for inclusion in clothing items so that they can easily retain the functionality of the old twist helper setup
Citizen/animgraph: added an overhead pose to holditem (set holdtype_pose=5)
Citizen: added a fourth, head-only LOD level (see commit comments)
Head_LOD4 further reduces the tris count, but most importantly completely removes the eyes. This means one less material called, which, in turn, means one less draw call per character at very long distances.
Citizen/animgraph: melee_punch holdtype can now be set to a "blocking" pose by setting holdtype_pose = 1
Update citizen_sfm.vmdl_c
Citizen/animgraph: added second pose to RPG holdtype. Blending between pose 1 and pose 2 changes the distance of the left hand grip
Various animation source updates
Citizen/animgraph: updated RPG standing aim matrix & various look chains
Citizen: fixed CrouchWalkLow_* animations' processing prefab contents being unintentionally disabled
Merge branch 'master' of sbox
Citizen/animgraph: added standing aim matrix to RPG holdtype
Citizen/animgraph: added RPG holdtype + renamed "*_moving_* animations to "*_standing_moving_*" where appropriate
Added RPG to CitizenAnimationHelper.cs
Citizen: added set of RPG poses & attack animations
(Animgraph implementation commit pending.)
Citizen/animgraph: some readability clean-up (node names, comments...)
Citizen/animgraph: added an additive pelvis component to locomotion leaning
Citizen/animgraph: added a lean component based on your input movement (wish_* parameters) to standing locomotion, improving 3rd person game feel a little bit
CItizen/animgraph: converted the "melee_punch" branch to the newer compositing. (See commit description)
This fixes the biggest long-standing problem of this holdtype branch: the upper body going completely sideways when looking up and down WHILE moving. However, the way the pre-composite group is laid out and computes its 3 outputs has a couple of core assumptions that are broken by this: 1) the melee_punch idle is animated, instead of being a static pose, and 2) attacks should probably (?) be in the pre-composite. These 2 things don't mesh well with the established order. So there are a couple "bugs": attacks go 45° sideways while ducked, and the composite is a little off in some scenarios... but overall it's still a significant improvement for the time being.
Citizen/animgraph: some cleanup in Section 05
Citizen/animgraph: converted the "shotgun" branch to the newer compositing
Citizen/animgraph: converted the "holditem" branch to the newer compositing
Citizen/animgraph: moved additive pelvis component management inside the new reusable subgraph + SMG/rifle branch uses it now
Citizen/animgraph: moved holdtype compositing weightlist management into a single reusable subgraph
(Currently used on pistol only, though)
Citizen/animgraph: added animations + implemented exit states for roll & ledge grab, cleaned up Global Feet IK management & a bunch of other minor things
Update citizen_debug.vanmgrph
Citizen/animgraph: debugging broken 1D functionality
Citizen/animgraph: added aim matrix to ledgegrab idle & added model-space IK to the state
Citizen/animgraph: small bits of cleanup