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105 Commits over 366 Days - 0.01cph!

Yesterday
v_m4a1: copy non-shared mode selector weightlists from MP5
Yesterday
v_trenchknife: asset.party metadata v_m4a1: make temp reused MP5 reload slightly less janky by making it additive at runtime
Yesterday
v_m4a1: viewmodel setup + animgraph (beware of temporary jank) https://files.facepunch.com/maxlebled/1b2411b1/sbox-dev_2024-05-24_20-01-02.png
22 Days Ago
v_crowbar: attack, deploy, holster
23 Days Ago
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
23 Days Ago
v_crowbar: basic animated VMDL setup
26 Days Ago
Layout change missed moving these two files
36 Days Ago
Exaggerate rotateDifference float more
3 Months Ago
v_trenchknife: missing AnimConstraint prefab + integrate attack anim into animgraph
3 Months Ago
v_trenchknife: initial commit with basic animgraph
4 Months Ago
Updated first-person weapon animgraphs
6 Months Ago
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
6 Months Ago
Model Viewer: expand the character controller scene so I can better gauge movement
7 Months Ago
Fix .gitignore wildcard that should have been *.*_c instead of *_c & restore the few assets caught by the former
7 Months Ago
Remove all compiled content that is now excluded by .gitignore
7 Months Ago
.gitignore: ignore all compiled content except shaders
8 Months Ago
Weapons: sync with changes
8 Months Ago
Weapons: remove HoldAdjustment_ parameters from all animgraphs
8 Months Ago
v_mp5/v_usp: sync up with recent changes
8 Months Ago
v_usp/v_spaghellim4: added holster animations
8 Months Ago
v_spaghellim4: base animgraph
8 Months Ago
v_spaghellim4: basic viewmodel setup
8 Months Ago
v_usp/v_mp5: use shared references instead of previous cross references
8 Months Ago
v_mp5/v_usp: changes related to first person arms work (see main commit comments: 2573bebbec159e3703c437a5887d64fa5dd94665)
8 Months Ago
v_usp: added run/sprint additives (mp5 re-use for now)
8 Months Ago
v_mp5/v_usp: manually synced up graph Parameters & Tags
8 Months Ago
v_mp5: fixed ironsights using the wrong weightlist when reducing run/sprint additive
8 Months Ago
v_mp5: added aim offsets
8 Months Ago
v_usp: renamed "offsets" to "aim offsets" & added forwards/backwards component
8 Months Ago
v_mp5: use a Tag to disable run/sprint additive when needed (jump, airborne...)
8 Months Ago
v_mp5: protect sprint transitions against input mashing
8 Months Ago
v_mp5: Tags now properly suppress the ironsights exit additives
8 Months Ago
v_mp5: fix ironsights_fire_scale applying even outside of ironsights... 🤦‍♂️
8 Months Ago
v_usp/v_mp5: rename weightlists involved in & around weapon_root (they were getting kind of confusing) + reverse attack_hold scaling for fire additives
8 Months Ago
v_mp5: animgraph cleanup
8 Months Ago
v_usp: added parametric offsets Here's a *VERY EXAGGERATED* example of what this does: https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2014-43-39.mp4
8 Months Ago
v_usp: look offset stuff
8 Months Ago
v_mp5: implemented new run & sprint movement animations https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2008-07-53.mp4
9 Months Ago
v_mp5: basic version of movement anim implementation
9 Months Ago
v_mp5: merge fire & dry fire groups together v_usp: merge fire & dry fire groups together
9 Months Ago
v_mp5: reduce jump/land/airborne additives while in ironsights
9 Months Ago
v_mp5: added jump/airborne/land (temp anims for now)
9 Months Ago
v_usp: fixed landing to idle transition referencing invalid parameter IDs
9 Months Ago
v_usp: jump/airborne/land are now additives, and can play on top of other animations; they also get partially weakened using a Tag-based system during certain animations (actions such as reload, or firing), so you still feel the impact of jumping & landing, but it's not as disruptive to those animations anymore https://files.facepunch.com/maxlebled/1b0911b1/2023-09-09%2009-17-56.mp4
9 Months Ago
v_usp: improved blending at the end of the two-handed reloads
9 Months Ago
v_usp: added two-handed versions of the reload animations
9 Months Ago
v_mp5: added Reload_Empty animation https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2005-47-44.mp4
9 Months Ago
v_mp5: improved reload animation
9 Months Ago
v_mp5: polished holster animation https://files.facepunch.com/maxlebled/1b3011b1/2023-08-30%2023-24-55.mp4
9 Months Ago
v_mp5: the fire_hold layer now slightly shifts the fingers' grip too