userMaxime Lebledcancel
branchsbox-assets/maincancel

140 Commits over 458 Days - 0.01cph!

11 Months Ago
.gitignore: ignore all compiled content except shaders
11 Months Ago
Weapons: sync with changes
11 Months Ago
Weapons: remove HoldAdjustment_ parameters from all animgraphs
11 Months Ago
v_mp5/v_usp: sync up with recent changes
11 Months Ago
v_usp/v_spaghellim4: added holster animations
11 Months Ago
v_spaghellim4: base animgraph
11 Months Ago
v_spaghellim4: basic viewmodel setup
11 Months Ago
v_usp/v_mp5: use shared references instead of previous cross references
11 Months Ago
v_mp5/v_usp: changes related to first person arms work (see main commit comments: 2573bebbec159e3703c437a5887d64fa5dd94665)
12 Months Ago
v_usp: added run/sprint additives (mp5 re-use for now)
12 Months Ago
v_mp5/v_usp: manually synced up graph Parameters & Tags
12 Months Ago
v_mp5: fixed ironsights using the wrong weightlist when reducing run/sprint additive
12 Months Ago
v_mp5: added aim offsets
12 Months Ago
v_usp: renamed "offsets" to "aim offsets" & added forwards/backwards component
12 Months Ago
v_mp5: use a Tag to disable run/sprint additive when needed (jump, airborne...)
12 Months Ago
v_mp5: protect sprint transitions against input mashing
12 Months Ago
v_mp5: Tags now properly suppress the ironsights exit additives
12 Months Ago
v_mp5: fix ironsights_fire_scale applying even outside of ironsights... 🤦‍♂️
12 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
12 Months Ago
v_mp5: animgraph cleanup
12 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
12 Months Ago
v_usp: look offset stuff
12 Months 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
1 Year Ago
set b_grounded to start true by default on v_usp & v_mp5
1 Year Ago
vmat_c changes
1 Year Ago
v_mp5: added idle layers
1 Year Ago
v_usp: set noise idle layer to 9 fps playback instead of 10 so that it desyncs over time with the breathe idle layer
1 Year Ago
v_mp5: vmat_c changes
1 Year Ago
v_mp5: implemented ironsights (see commit comment) Ironsights can be either code-driven or mostly animation-driven: • "ironsights" enum, default 0. If set to 1, will trigger the different layers and behaviours required, but will not offset the weapon. Consider it to be a "do the offset yourself" mode. 2 and above will match the different attachments available on the weapon. • "ironsight_fire_scale" float, ranges from 0 to 1, default 0.5. Choose how much scaling down to apply to the firing recoil animations while in any ironsights mode.
1 Year Ago
v_mp5: added (rough) holster animation