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147 Commits over 519 Days - 0.01cph!

9 Months Ago
v_trenchknife: missing AnimConstraint prefab + integrate attack anim into animgraph
9 Months Ago
v_trenchknife: initial commit with basic animgraph
11 Months Ago
Updated first-person weapon animgraphs
1 Year Ago
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
1 Year Ago
Model Viewer: expand the character controller scene so I can better gauge movement
1 Year Ago
Fix .gitignore wildcard that should have been *.*_c instead of *_c & restore the few assets caught by the former
1 Year Ago
Remove all compiled content that is now excluded by .gitignore
1 Year Ago
.gitignore: ignore all compiled content except shaders
1 Year Ago
Weapons: sync with changes
1 Year Ago
Weapons: remove HoldAdjustment_ parameters from all animgraphs
1 Year Ago
v_mp5/v_usp: sync up with recent changes
1 Year Ago
v_usp/v_spaghellim4: added holster animations
1 Year Ago
v_spaghellim4: base animgraph
1 Year Ago
v_spaghellim4: basic viewmodel setup
1 Year Ago
v_usp/v_mp5: use shared references instead of previous cross references
1 Year Ago
v_mp5/v_usp: changes related to first person arms work (see main commit comments: 2573bebbec159e3703c437a5887d64fa5dd94665)
1 Year Ago
v_usp: added run/sprint additives (mp5 re-use for now)
1 Year Ago
v_mp5/v_usp: manually synced up graph Parameters & Tags
1 Year Ago
v_mp5: fixed ironsights using the wrong weightlist when reducing run/sprint additive
1 Year Ago
v_mp5: added aim offsets
1 Year Ago
v_usp: renamed "offsets" to "aim offsets" & added forwards/backwards component
1 Year Ago
v_mp5: use a Tag to disable run/sprint additive when needed (jump, airborne...)
1 Year Ago
v_mp5: protect sprint transitions against input mashing
1 Year Ago
v_mp5: Tags now properly suppress the ironsights exit additives
1 Year Ago
v_mp5: fix ironsights_fire_scale applying even outside of ironsights... 🤦‍♂️
1 Year 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
1 Year Ago
v_mp5: animgraph cleanup
1 Year 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
1 Year Ago
v_usp: look offset stuff
1 Year Ago
v_mp5: implemented new run & sprint movement animations https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2008-07-53.mp4
1 Year Ago
v_mp5: basic version of movement anim implementation
1 Year Ago
v_mp5: merge fire & dry fire groups together v_usp: merge fire & dry fire groups together
1 Year Ago
v_mp5: reduce jump/land/airborne additives while in ironsights
1 Year Ago
v_mp5: added jump/airborne/land (temp anims for now)
1 Year Ago
v_usp: fixed landing to idle transition referencing invalid parameter IDs
1 Year 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
1 Year Ago
v_usp: improved blending at the end of the two-handed reloads
1 Year Ago
v_usp: added two-handed versions of the reload animations
1 Year Ago
v_mp5: added Reload_Empty animation https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2005-47-44.mp4
1 Year Ago
v_mp5: improved reload animation
1 Year Ago
v_mp5: polished holster animation https://files.facepunch.com/maxlebled/1b3011b1/2023-08-30%2023-24-55.mp4
1 Year Ago
v_mp5: the fire_hold layer now slightly shifts the fingers' grip too
1 Year Ago
sbox_content recompile
1 Year Ago
Citizen content vmat_c changes
1 Year Ago
v_mp5: fixed a sneaky animgraph thing that was causing fire animations to play at a reduced speed, feels much better now
1 Year Ago
v_mp5: improved logic behind firing_mode, set b_deploy to auto-reset, the gun movement during a mode switch is affected by ironsights_fire_scale
1 Year Ago
v_mp5: added dry fire animation
1 Year Ago
v_mp5: various updates (see commit comment) • added firing_mode parameter. 0 = off (safety), 1 = single, 2 = burst, 3 = full_auto. This value controls the visual position of the mode selector knob on the side of the weapon. • added various components that manage the visual state of this knob and play an animation accordingly. The system uses a sort of self-locking (or pseudo-latching) selector, which lets the visual state of the knob sync up when animations call for a specific Tag. • video: https://files.facepunch.com/maxlebled/1b2311b1/sbox_2023-08-23_23-56-42.mp4 • fixed accidental hierarchy swap: the bones that were supposed to stand between weapon_root & the weapon_ikrule bones were children instead of parents. I'll need to export some animations again because of this • added camera animation to deploy & reload • improved reload animation
1 Year Ago
v_mp5: improved ironsights entry/exit additive animations + anim-driven pose has 200ms blend (from 350) https://files.facepunch.com/maxlebled/1b2111b1/2023-08-21%2018-04-13.mp4
1 Year Ago
v_mp5: improved ironsight system with a tag-based override & a resilient additive entry/exit animation setup