140 Commits over 458 Days - 0.01cph!
.gitignore: ignore all compiled content except shaders
Weapons: sync with changes
Weapons: remove HoldAdjustment_ parameters from all animgraphs
v_mp5/v_usp: sync up with recent changes
v_usp/v_spaghellim4: added holster animations
v_spaghellim4: base animgraph
v_spaghellim4: basic viewmodel setup
v_usp/v_mp5: use shared references instead of previous cross references
v_mp5/v_usp: changes related to first person arms work (see main commit comments: 2573bebbec159e3703c437a5887d64fa5dd94665)
v_usp: added run/sprint additives (mp5 re-use for now)
v_mp5/v_usp: manually synced up graph Parameters & Tags
v_mp5: fixed ironsights using the wrong weightlist when reducing run/sprint additive
v_usp: renamed "offsets" to "aim offsets" & added forwards/backwards component
v_mp5: use a Tag to disable run/sprint additive when needed (jump, airborne...)
v_mp5: protect sprint transitions against input mashing
v_mp5: Tags now properly suppress the ironsights exit additives
v_mp5: fix ironsights_fire_scale applying even outside of ironsights... 🤦♂️
v_usp/v_mp5: rename weightlists involved in & around weapon_root (they were getting kind of confusing) + reverse attack_hold scaling for fire additives
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
v_mp5: implemented new run & sprint movement animations
https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2008-07-53.mp4
v_mp5: basic version of movement anim implementation
v_mp5: merge fire & dry fire groups together
v_usp: merge fire & dry fire groups together
v_mp5: reduce jump/land/airborne additives while in ironsights
v_mp5: added jump/airborne/land (temp anims for now)
v_usp: fixed landing to idle transition referencing invalid parameter IDs
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
v_usp: improved blending at the end of the two-handed reloads
v_usp: added two-handed versions of the reload animations
v_mp5: added Reload_Empty animation
https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2005-47-44.mp4
v_mp5: improved reload animation
v_mp5: polished holster animation
https://files.facepunch.com/maxlebled/1b3011b1/2023-08-30%2023-24-55.mp4
v_mp5: the fire_hold layer now slightly shifts the fingers' grip too
Citizen content vmat_c changes
v_mp5: fixed a sneaky animgraph thing that was causing fire animations to play at a reduced speed, feels much better now
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
v_mp5: added dry fire animation
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
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
v_mp5: improved ironsight system with a tag-based override & a resilient additive entry/exit animation setup
set b_grounded to start true by default on v_usp & v_mp5
v_usp: set noise idle layer to 9 fps playback instead of 10 so that it desyncs over time with the breathe idle layer
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.
v_mp5: added (rough) holster animation