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582 Commits over 1,126 Days - 0.02cph!

4 Days Ago
Remove VR hand assets from "Half-Life: Alyx" & associated source files
5 Days Ago
VR hands: "grab" poses
5 Days Ago
VR hands: couple more fixes + "cylinder" poses
5 Days Ago
Update VR hands with more backported stuff & fixes + left hand model
6 Days Ago
Work-in-progress replacement for VR hands
18 Days Ago
Update first_person_arms_adjustments.vsubgrph
26 Days Ago
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
31 Days Ago
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
31 Days Ago
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
33 Days Ago
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
33 Days Ago
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
34 Days Ago
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
34 Days Ago
These two clothing icons were missed in the layout change
4 Months Ago
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
4 Months Ago
Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4
4 Months Ago
Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out
4 Months Ago
Citizen/animgraph: added Swim_Up
4 Months Ago
Citizen/animgraph: updated Swim_Idle
4 Months Ago
Citizen/animgraph: change threshold for movement reset from 5 to 2 u/s
4 Months Ago
Citizen/animgraph: do some move/wish trickery to improve the look of changing direction while swimming (sort of like leaning while running)
4 Months Ago
Citizen/animgraph: added Swim_S, updated Swim_N, new Swim_Idle
4 Months Ago
Citizen: new Swim_N animation
4 Months Ago
Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore
4 Months Ago
Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry)
4 Months Ago
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
4 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
4 Months Ago
Citizen: added a handful of new MorphFrame nodes for various expressions
4 Months Ago
Add game/config/input/common.json to .gitignore
4 Months Ago
Citizen: fixed the neck bone in Airborne_Flail_Movement having been pushed down due to a CAT bug
4 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.
4 Months Ago
Citizen/animgraph: update "voice" to use a MorphFrame instead of a DMX file + subgraph tweaks + weightlist tweaks
4 Months Ago
Citizen: updated visemes prefab Citizen: set viseme prefab to enabled Merge branch 'master' of sbox
5 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)
5 Months Ago
Citizen/animgraph: enable "lock state when waning" on the "Tag & Reset Movement" state machines
5 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
5 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
5 Months Ago
Citizen: add a couple of new weightlists (Only_Arms + Blend_UpperBody_HalfSpine_FullArms)
5 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)
5 Months Ago
Citizen/animgraph: added Skid_C to complement the 1D blend
5 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
5 Months Ago
Citizen/animgraph: added Jump_Crouching animation
5 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
5 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
5 Months Ago
Citizen/animgraph: address a couple of edge cases with that last commit & shove the nodes in a group
5 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
5 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
5 Months 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)
5 Months Ago
Delete all compiled content under "/game/core/models/" from the repository
5 Months Ago
Delete all compiled content under "/game/addons/citizen/" from the repository
5 Months Ago
Citizen/animgraph: make head look more reactive and bouncier