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147 Commits over 519 Days - 0.01cph!

2 Months Ago
Weapon .meta files
2 Months Ago
v_m700: initial first-person setup (including animgraph)
2 Months Ago
v_spaghellim4: make the initial arc of the deploy animation nicer
2 Months Ago
Fixed handling of sprint-suppressing Tag on v_m4a1, v_usp, v_spaghellim4, v_mp5: the Tag now gets properly caught when the animgraph initializes, by enforcing a one-time 50ms delay in relevant state machines. Also harmonized some logic across graphs.
2 Months Ago
v_spaghellim4: added new deploy animation
3 Months Ago
Batch-committing all changed files from change to cloud content references that now explicitly reference specific version numbers
3 Months Ago
Add new "/.sbox/" folder to .gitignore
4 Months Ago
v_usp: fixed two-handed firing anim errors
4 Months Ago
v_spaghellim4: added fire animation & hooked up dry fire
4 Months Ago
v_m4a1: correctly bound foregrip attachments to weapon_root
5 Months Ago
v_spaghellim4: added VMDL & animgraph metadata related to showing/hiding shells bodygroup
5 Months Ago
v_spaghellim4: 'first shell reload' animation + added support for 'classic' b_reload https://files.facepunch.com/maxlebled/1b0211b1/sbox-dev_2024-08-02_03-19-43.mp4
5 Months Ago
v_spaghellim4: new animations & base animgraph
5 Months 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)
6 Months Ago
All first-person weapons: implemented b_deploy_skip on remaining graphs, disabled Auto Reset on that parameter
6 Months Ago
v_m4a1: added "bayonet" bodygroup
6 Months Ago
v_trenchknife: added "weapon" bodygroup (set to 1 to hide) v_mp9bayonet: added weapon_root bone for v_trenchknife compatibility
6 Months 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
6 Months Ago
All first-person animgraphs: more replication of newly-updated shared components
6 Months 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)
6 Months Ago
v_m4a1: parameter rename & update to latestversion of jump/airborne/land group
6 Months Ago
v_spaghellim4: update to new version of jump/airborne/land group v_spaghellim4: move_groundspeed to move_bob
6 Months Ago
v_m4a1: update shared airborne reference
6 Months 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).
6 Months 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.)
6 Months 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
6 Months Ago
v_m4a1: small fix to temp reused deploy
6 Months Ago
v_m4a1: synced up with MP5 changes
6 Months Ago
v_mp5: rename Idle to IdlePose to be consistent with Citizen
6 Months Ago
v_mp5: adjusted ironsights pose & blend timings + slight adjustments to fire anims
6 Months 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
6 Months 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
6 Months Ago
... and also v_crowbar, which I forgot existed
6 Months Ago
All first-person weapons: changes integrating new sprint animations
6 Months 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
6 Months Ago
v_mp5: set b_deploy_skip back to off by default (oops)
6 Months 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
7 Months 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
7 Months Ago
v_spaghellim4: rigged the shotgun up, added animatable shell meshes for future reload animation(s)
7 Months Ago
Fix broken movement animations on M4A1 & Spaghelli M4
7 Months Ago
v_spaghellim4: updated idle pose (again)
7 Months Ago
v_spaghellim4: updated idle pose
7 Months Ago
v_m4a1: copy non-shared mode selector weightlists from MP5
7 Months Ago
v_trenchknife: asset.party metadata v_m4a1: make temp reused MP5 reload slightly less janky by making it additive at runtime
7 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
8 Months Ago
v_crowbar: attack, deploy, holster
8 Months Ago
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
8 Months Ago
v_crowbar: basic animated VMDL setup
8 Months Ago
Layout change missed moving these two files
8 Months Ago
Exaggerate rotateDifference float more