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134 Commits over 427 Days - 0.01cph!

3 Days Ago
v_usp: fixed fire animations having the hammer behaving wrong, and a little blend-out hitch (was caused by fire anims being turned into self-referential additives as opposed to referencing the base idle poses)
22 Days Ago
All first-person weapons: implemented b_deploy_skip on remaining graphs, disabled Auto Reset on that parameter
22 Days Ago
v_m4a1: added "bayonet" bodygroup
24 Days Ago
v_trenchknife: added "weapon" bodygroup (set to 1 to hide) v_mp9bayonet: added weapon_root bone for v_trenchknife compatibility
27 Days Ago
All first-person weapons: overhauled jump/land/airborne logic (jump is now handled completely separately from the rest and can be triggered at any time if you so wish) + turned that group into a subgraph
36 Days Ago
All first-person animgraphs: more replication of newly-updated shared components
36 Days Ago
All first-person animgraphs: fixed accidental 1001 instead of 1 on move_bob + removed 2nd setting on ironsights (it's now either disabled or enabled... but it's still an int)
36 Days Ago
v_m4a1: parameter rename & update to latestversion of jump/airborne/land group
36 Days Ago
v_spaghellim4: update to new version of jump/airborne/land group v_spaghellim4: move_groundspeed to move_bob
36 Days Ago
v_m4a1: update shared airborne reference
36 Days Ago
v_usp: big rework of just about everything (added ironsights, improved animgraph bits ported over from other graphs, improvements to existing animations, changed idle poses).
36 Days Ago
v_mp5: overhauled jump/airborne/land logic & animations (coming from a pending USP rework, which itself grabbed bits from the Citizen graph... reduce, reuse, recycle, etc.)
36 Days Ago
v_mp5: rename move_groundspeed (which controls the run/sprint movement additives) to move_bob, and it's now a 0-1 float instead of a previously arbitrary 0-100
37 Days Ago
v_m4a1: small fix to temp reused deploy
38 Days Ago
v_m4a1: synced up with MP5 changes
38 Days Ago
v_mp5: rename Idle to IdlePose to be consistent with Citizen
39 Days Ago
v_mp5: adjusted ironsights pose & blend timings + slight adjustments to fire anims
42 Days Ago
v_mp5: completely reworked state machines for triggering additive transitions (sprint & ironsights); the additives now always play correctly (and completely snap-free regardless of mashing) when their related poses are disabled by Tags, without any weird special case handling + holstering while sprinting doesn't clip into the camera anymore v_mp5: reworked ironsight animations + changed ironsights pose https://files.facepunch.com/maxlebled/1b1511b1/sbox-dev_2024-06-15_01-07-07.mp4
44 Days Ago
v_mp5: reworked sprint group logic, greatly simplified it while solving remaining problems + made additive transitions work with tag-triggered transitions again + additive transitions are weakened to 20% while in ironsights
47 Days Ago
... and also v_crowbar, which I forgot existed
47 Days Ago
All first-person weapons: changes integrating new sprint animations
49 Days Ago
v_usp: various changes, see commit comment • same state machine logic improvements recently made to v_mp5 • sprint now has additive in/out transitions • moved holster animation earlier in the chain of modules so it can get affected by movement & aim additives • removed obsolete explicit references to the MP5 sources that were made before shared animations were standardised
50 Days Ago
v_mp5: set b_deploy_skip back to off by default (oops)
50 Days Ago
v_mp5: improved various state machines in the ironsight & sprint managers so that transition anims don't play by default when the animgraph first initializes
51 Days Ago
v_mp5: various changes, see commit comments • 'b_deploy' is now 'b_deploy_skip' and has the opposite behaviour • reworked knob manager logic to work around the unfortunate fact that animgraph has a 1-tick delay on properly reading tags 😭 • reworked sprint pose manager logic so that the graph doesn't always start in an on-off pose transition • updated idle pose to take less screen space • fixed idle pose having a 0.1 degree rotation offset on the camera & having wrong frame count • small improvements to reload animations
56 Days Ago
v_spaghellim4: rigged the shotgun up, added animatable shell meshes for future reload animation(s)
58 Days Ago
Fix broken movement animations on M4A1 & Spaghelli M4
59 Days Ago
v_spaghellim4: updated idle pose (again)
59 Days Ago
v_spaghellim4: updated idle pose
2 Months Ago
v_m4a1: copy non-shared mode selector weightlists from MP5
2 Months Ago
v_trenchknife: asset.party metadata v_m4a1: make temp reused MP5 reload slightly less janky by making it additive at runtime
2 Months Ago
v_m4a1: viewmodel setup + animgraph (beware of temporary jank) https://files.facepunch.com/maxlebled/1b2411b1/sbox-dev_2024-05-24_20-01-02.png
3 Months Ago
v_crowbar: attack, deploy, holster
3 Months Ago
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
3 Months Ago
v_crowbar: basic animated VMDL setup
3 Months Ago
Layout change missed moving these two files
3 Months Ago
Exaggerate rotateDifference float more
5 Months Ago
v_trenchknife: missing AnimConstraint prefab + integrate attack anim into animgraph
5 Months Ago
v_trenchknife: initial commit with basic animgraph
6 Months Ago
Updated first-person weapon animgraphs
8 Months Ago
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
8 Months Ago
Model Viewer: expand the character controller scene so I can better gauge movement
9 Months Ago
Fix .gitignore wildcard that should have been *.*_c instead of *_c & restore the few assets caught by the former
9 Months Ago
Remove all compiled content that is now excluded by .gitignore
9 Months Ago
.gitignore: ignore all compiled content except shaders
10 Months Ago
Weapons: sync with changes
10 Months Ago
Weapons: remove HoldAdjustment_ parameters from all animgraphs
10 Months Ago
v_mp5/v_usp: sync up with recent changes
10 Months Ago
v_usp/v_spaghellim4: added holster animations
10 Months Ago
v_spaghellim4: base animgraph