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100 Commits over 214 Days - 0.02cph!

Yesterday
Citizen/animgraph: added flailing while airborne
6 Days Ago
Citizen/animgraph: pose/jump/land updates Merge branch 'master' of sbox
7 Days Ago
Citizen/animgraph: updated jump animation + other tweaks/fixes
9 Days Ago
Citizen/animgraph: updated landing
9 Days Ago
Citizen/animgraph: airborne side selector (During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes)
13 Days Ago
Citizen/animgraph: updated jump anim and airborne poses+blends
14 Days Ago
Citizen/animgraph: updated Jump anim
16 Days Ago
Citizen/animgraph: must have been airborne for 150ms or longer for landing anim to be playable
21 Days Ago
Shotgun aim workarounds
22 Days Ago
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses Merge branch 'master' of sbox
25 Days Ago
Straight Down frame 11
25 Days Ago
Straight Down aim matrix experimentation Merge branch 'master' of sbox
32 Days Ago
Citizen/animgraph: unhooked new Choice node as it's causing a strange, menu-only animation playback bug
32 Days Ago
Citizen/animgraph: VR fully overrides arms + voice float + etc.
34 Days Ago
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
39 Days Ago
Citizen/animgraph: changed skid bounds from 400 to 650
40 Days Ago
Citizen/animgraph: skid experiment
42 Days Ago
Citizen/animgraph: post-jump airborne state now has a 1D Blend based on vertical velocity (move_z). First pass
43 Days Ago
On-the-fly delta compositing for melee_punch
44 Days Ago
Citizen right punch animation (complete)
47 Days Ago
More progress on punch anim
48 Days Ago
Preparing more punch stuff in the animgraph
48 Days Ago
WIP right melee_punch attack animation
5 Months Ago
Trigger facial animation when attacking
5 Months Ago
Implemented "long idle" to the pistol branch If standing without 10 seconds without moving or performing actions, switches to a different sub-chain
5 Months Ago
Fixed root motion values not being carried through the "procedural helper cleaner" node
5 Months Ago
More big changes to the animgraph compositing structure Additive attacks, procedural hit reaction tweaks, proper pelvis delta compositing in which upper body motion doesn't get doubled up, fixed helper bones getting jittery, head look chain is now part of weapon branches, etc.
6 Months Ago
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
6 Months Ago
Animgraph checkpoint Merge branch 'master' of sbox Weapon delta sequences are now precomputed in ModelDoc to save on graph complexity and runtime cost
6 Months Ago
Citizen animgraph updates with massive improvements Conditional aim *and* IK disables on all holdtypes New damping parameters on a new look/aim setup for weapon holdtypes Separate damping and new look chains when not wielding a weapon Weapon gestures now also composite a pelvis-only additive component (and probably more that I forgot) Merge branch 'master' of sbox
6 Months Ago
Crouch poses for shotgun & SMG holdtypes
6 Months Ago
Citizen footstep volume adjustment Merge branch 'master' of sbox
6 Months Ago
Procedural hit reactions node changes
6 Months Ago
Animgraph updates Duck being an analog/float input is now properly handled, your equipped weapon has no more weird offsets from where you're actually aiming, and weapon gestures can disable aim chains as well as IK (though somewhat inelegantly for now)
6 Months Ago
Updated animgraph with new parameters Merge branch 'master' of sbox
6 Months Ago
Animgraph updates (includes more comments)
6 Months Ago
Animgraph updates (conditional IK disable during reload gesture)
6 Months Ago
Animgraph updates
6 Months Ago
Update .gitignore
6 Months Ago
Animgraph & animation updates
6 Months Ago
Added b_sit input to the animgraph
6 Months Ago
SMG reload animation + hooked up shotgun holdtype Merge branch 'master' of sbox
6 Months Ago
Pistol reload animation
6 Months Ago
Squash anim
6 Months Ago
Added a conditional IK disable at the end of the animgraph + temp (?) fix for noclip-out overriding landing
6 Months Ago
Fixed jump sometimes playing the fall animation instead of jump (This could happen if you jumped right after landing in a very small time window. The state machine needed some more conditional checks.)
6 Months Ago
Improved jump & land animations
6 Months Ago
Citizen animgraph/vmdl updates
6 Months Ago
NoclipEnd transition state can now be interrupted by landing Merge branch 'master' of sbox
6 Months Ago
Fixed the landing animation sometimes causing IK chains to flip out