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81 Commits over 122 Days - 0.03cph!

1 Year Ago
Citizen/animgraph: more work on melee_fists
1 Year Ago
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)
1 Year Ago
temp_punch animgraph
1 Year Ago
Deleting unintentional duplicate file Updated temp_punch
1 Year Ago
Brought Terry to an ophthalmologist and got treatment for their lazy eye
1 Year Ago
Citizen: updated move_RH/move_LH weightlists Merge branch 'master' of sbox-game
1 Year Ago
Added temporary punch first-person model/anims
1 Year Ago
Citizen/animgraph: rename melee to melee_punch
1 Year Ago
Citizen/animgraph: adjust crouch poses (the model is much more centered on its own origin now) + other tweaks
1 Year Ago
Citizen/animgraph: fixed incorrect root_IK on melee_punch_idle_standing.dmx causing some funky issues
1 Year Ago
Citizen/animgraph: crouching melee punch idles
1 Year Ago
Citizen: added melee punching idles
1 Year Ago
Fix attempt for issue #652
1 Year Ago
Added disclaimer about bug under investigation in the graph
1 Year Ago
Citizen/animgraph: added different poses for weaponless (early commit with a potential bug, troubleshooting)
1 Year Ago
Reexported citizen.fbx as binary FBX instead of ASCII
1 Year Ago
Citizen/animgraph: added *_z parameters
1 Year Ago
Citizen/animgraph: added springs onto the 2D locomotion blends + first pass at leaning during jumping and falling
1 Year Ago
Citizen/animgraph: pistol RH crouch
1 Year Ago
Citizen/animgraph: added Pistol RH reload
1 Year Ago
Citizen/animgraph: work-in-progress Pistol RH variant
1 Year Ago
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.
1 Year Ago
Citizen/animgraph: updates to exit menu state + foundation of future changes
1 Year Ago
Citizen/animgraph: tweaks to menu exit state
1 Year Ago
Citizen/animgraph: added menu_exit_panic & idle_states enum
1 Year Ago
Citizen/animgraph: enabled an additive Aim Matrix on the shotgun branch
1 Year Ago
Citizen/animgraph: various cleanup & fixes
1 Year Ago
Citizen/animgraph: added time checks to prevent "long idle" aim chains from incorrectly being enabled for half a second after a weapon switch
1 Year Ago
Citizen/animgraph: proper reset signalling on the weapon aim SMs
1 Year Ago
Citizen/animgraph: a lot more comments throughout + more delta precomputing + enabled long idle on Shotgun
1 Year Ago
Citizen/animgraph: fixed a couple issues + enabled long idle on SMG
1 Year Ago
Citizen/animgraph: added Shotgun draw anim
1 Year Ago
Citizen: updated Pistol/SMG draw animations
1 Year Ago
Citizen/animgraph: added draw animations to weapon branches
1 Year Ago
Citizen & animgraph updates
1 Year Ago
Animgraph updates: b_vr now has its own Aim Head + eyes_darts delta is precomputed
1 Year Ago
Updated CrouchWalkSW + low variant, updated 1D/2D ModelDoc blends & Animgraph blends
1 Year Ago
Updated CrouchWalkSE + low variant
1 Year Ago
Also added underscores to the filenames of Walk/Run FBX files for consistency with sequence names Merge branch 'master' of sbox-game
1 Year Ago
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
1 Year Ago
Updated CrouchWalkE + added low variant
1 Year Ago
Added *_hand_ik.position and *_hand_ik.rotation parameters + hooked them up in the Animgraph
1 Year Ago
b_vr sets arms to follow modelspace IK targets
1 Year Ago
Animgraph updates (disabling soft weaponless body look chain when ducking, added b_vr override)
1 Year Ago
Added CrouchWalkLow N & S
1 Year Ago
Updated CrouchWalkS & related processing prefab
1 Year Ago
Update WalkN & CrouchWalkN
1 Year Ago
Updated CrouchWalkN
1 Year Ago
Attack animations for Sniper & RPG
1 Year Ago
Commented some ModelDoc nodes + removing old test anims