160 Commits over 642 Days - 0.01cph!
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
w_mp5: adjusted hold position
v_usp: first pass at implementing jump/airborne/land movement states
v_usp: bit of polish on reload & deploy animations
v_usp: improve 2H_Deploy_Safety camera
v_usp: don't blank out the left arm of fire additives if two-handed
v_usp: added different fire animations for two-handed
v_usp: renamed all animations to be consistent with the naming scheme in Citizen ("1H/2H" goes first)
v_mp5: improved the look of firing by adding new animations, updating existing ones, and making the hold layer a bouncy spring
w_mp5: physics shapes + quick AO proxies
w_mp5: bone & attachments
v_usp: changed on-screen position to be a bit closer, higher, and a slight roll to the left. Also fixed bones for IK intermediaries in animations
v_mp5: deploy & reload animations + animgraph
v_usp: fix reload's left hand having a bit of jank if you fired & reloaded immediately
v_mp5: initial animation commit
v_usp: fixed twist constraints missing
v_usp: move reloading states into their own sub-state machine, make fire additives with a separately timed reload interruption
v_toolgun: latest blockout
v_usp: new animations, + animated camera rotation scales down with movement speed (down to 50% at 100 u/s)
v_toolgun: updated blockout
v_toolgun (blockout version)
v_usp: various new animations & animgraph changes (including the return of the adjustments subgraph)
(So you can hide the USP, use the various adjustment parameters, and be able to easily reuse the USP animations for something else if you so wish)
v_usp: added second idle layer
v_usp: ...and actually re-hooking up the system after doing an always-on testing would have been nice (oops)
v_usp: implemented "skeletondelta" proof-of-concept system
v_usp: draft of two-handed idle & deploy (+ animgraph)