81 Commits over 122 Days - 0.03cph!
Citizen/animgraph: more work on melee_fists
Citizen/animgraph: progress on melee_punch + holdtype_attack parameter now starts at 0 instead of 1 (this is how you know I'm not a programmer)
Deleting unintentional duplicate file
Updated temp_punch
Brought Terry to an ophthalmologist and got treatment for their lazy eye
Citizen: updated move_RH/move_LH weightlists
Merge branch 'master' of sbox-game
Added temporary punch first-person model/anims
Citizen/animgraph: rename melee to melee_punch
Citizen/animgraph: adjust crouch poses (the model is much more centered on its own origin now) + other tweaks
Citizen/animgraph: fixed incorrect root_IK on melee_punch_idle_standing.dmx causing some funky issues
Citizen/animgraph: crouching melee punch idles
Citizen: added melee punching idles
Fix attempt for issue #652
Added disclaimer about bug under investigation in the graph
Citizen/animgraph: added different poses for weaponless (early commit with a potential bug, troubleshooting)
Reexported citizen.fbx as binary FBX instead of ASCII
Citizen/animgraph: added *_z parameters
Citizen/animgraph: added springs onto the 2D locomotion blends + first pass at leaning during jumping and falling
Citizen/animgraph: pistol RH crouch
Citizen/animgraph: added Pistol RH reload
Citizen/animgraph: work-in-progress Pistol RH variant
Citizen/animgraph: center poses are now applied additively based on move_groundspeed + more comments
This change fixes footstep distances being increasingly inaccurate as movement speed got closer to 0, and it also helps make the transition from moving to idle look much smoother, because the application of the center pose can be slightly delayed through damping.
Citizen/animgraph: updates to exit menu state + foundation of future changes
Citizen/animgraph: tweaks to menu exit state
Citizen/animgraph: added menu_exit_panic & idle_states enum
Citizen/animgraph: enabled an additive Aim Matrix on the shotgun branch
Citizen/animgraph: various cleanup & fixes
Citizen/animgraph: added time checks to prevent "long idle" aim chains from incorrectly being enabled for half a second after a weapon switch
Citizen/animgraph: proper reset signalling on the weapon aim SMs
Citizen/animgraph: a lot more comments throughout + more delta precomputing + enabled long idle on Shotgun
Citizen/animgraph: fixed a couple issues + enabled long idle on SMG
Citizen/animgraph: added Shotgun draw anim
Citizen: updated Pistol/SMG draw animations
Citizen/animgraph: added draw animations to weapon branches
Citizen & animgraph updates
Animgraph updates: b_vr now has its own Aim Head + eyes_darts delta is precomputed
Updated CrouchWalkSW + low variant, updated 1D/2D ModelDoc blends & Animgraph blends
Updated CrouchWalkSE + low variant
Also added underscores to the filenames of Walk/Run FBX files for consistency with sequence names
Merge branch 'master' of sbox-game
Updated CrouchWalk W/NW/NE/E, & their low variants + also renamed all relevant FBX files to have the same underscore as the animation name for consistency
Updated CrouchWalkE + added low variant
Added *_hand_ik.position and *_hand_ik.rotation parameters + hooked them up in the Animgraph
b_vr sets arms to follow modelspace IK targets
Animgraph updates (disabling soft weaponless body look chain when ducking, added b_vr override)
Added CrouchWalkLow N & S
Updated CrouchWalkS & related processing prefab
Update WalkN & CrouchWalkN
Attack animations for Sniper & RPG
Commented some ModelDoc nodes + removing old test anims