664 Commits over 1,402 Days - 0.02cph!
Citizen/animgraph: converted SMG/rifle to new branch
- Also a whole bunch of new comments throughout the place.
- IK management is a bit iffy and needs to be reworked to account for an edge case
Citizen/animgraph: fixed the weapon branch potentially coming back to long idle pose after switching away
Citizen/animgraph: added holdtype change check
It's the same idea as the handedness change check; a SM near the very end of the graph receives a reset from any holdtype change and sets a tag for 250ms when this happens.
Citizen/animgraph: IK state machines reset on handedness change
Fixes edge case when disabled IK needs to be the default starting state
Citizen/animgraph: falling doesn't disable eye look anymore
Citizen/animgraph: third draft iteration of the weapon branch refactor
- The "long idle" state is now handled through a generic State Machine at the very end of the graph, which turns a Tag on. This tag is then looked at by a SM at the pose stage.
- Transitions in & out of long idle are improved.
- Likewise, there's a State Machine near the end of the graph which turns a Tag on if Handedness has changed in the last 500ms.
- Branch IK management doesn't work off of other states anymore but on Tags which animation clips control. I'm using one "contextual" tag; for Pistol 2H the tag disables IK, for RH it enables—because the defaults are opposite.
- Draw additives are smart now; they can trigger from handedness changes. But they won't do it in the middle of actions! Try reloading and changing handedness mid-reload... it'll still look good!
- Blending in and out of reload while crouched is somewhat improved.
- I think all the weird reset/snap quirks should be out of the way now.
- Pistol RH aim feels a lot nicer.
- A bunch more grouping and cleaning (still)
* (Long idle on SMG/Shotgun is disabled until they get the refactor treatment)
Citizen/animgraph: moved Pistol branch into group + further cleaning up & commenting
FPArms: adjustment features are now a subgraph
Citizen/animgraph: Added *_02 attacks for pistol 2H/RH, with a much stronger recoil (fitting for e.g. big revolvers)
Citizen/animgraph: added in-ducking additive & switched 1D Duck nodes to Spring 35/0/1000
This way, ducking will still have some smoothing even if the incoming duck float doesn't.
Citizen: fixed root_IK shifting slightly during landing
Merge branch 'master' of sbox
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting
& more comments
Citizen/animgraph: second draft of big weapon branch refactor
Citizen/animgraph: restored grouped aim matrices + proper reset when attacking from long idle
Citizen/animgraph: work-in-progress refactoring of the pistol weapon branch
FPArms: fists movement anim when running works now
FPArms: updated fists animgraph
Citizen: toned down eyeball darkening on darker skin colors
FPArms: the camera of fists landing is now additive & handled separately
This allows the kick of the camera to continue gracefully even if the landing motion in the arms gets interrupted by a punch
FPArms: fists viewmodel now has working jumping/landing + raise/holster can be gracefully interrupted by other anims
Road sign pole material changes (compiled)
FPArms: fixes/improvements + separated raise/holster into rightmost SM
FPArms: punching attack anims are now composited dynamically
When not idle, underlying animations can partially "leak through" for a more natural result
FPArms: animgraph update (will break; SMs not working inside groups)
FPArms: punching animgraph updates
FPArms: jumping animation
Citizen/animgraph: procedural look upper body rotation is now significantly less dampened while moving
FPArms: fixed accidental non-orthogonal scaling on index fingers + new move anim for punch set
Citizen/animgraph: fixed skid IK noise applying to duck > 1.0
Merge branch 'master' of sbox
Citizen/unicycle: fixed a couple mistakes
Citizen/unicycle: updated balance sequences
Citizen/unicycle: updated pedaling animations so that feet are always flat relative to pedals
Citizen/unicycle: added sequences for fast pedaling and leaning
Citizen: updated unicycle pedaling animation
Clothing: updated all LOD switch distances to 0/10/20/40
Clothing: updated LODs on Jeans
Citizen: added bone culling (with prefabs) to LOD 2+3
Citizen: fixed vertex normal seams on LOD3
FPArms: cleaned up materials + prefab changes + added bodygroups to hide arms / show debug gizmos for hold bones
FPArms: completed initial implementation of hold_* adj. parameters for both pos & rot
FPArms: Hold adj. pos layer translation source is now performed in parent space + condensed in one sequence
FPArms: fixed hold_L incorrect default orientation, and added XYZ gizmo teapot tester while animgraph doesn't support bonemerging models yet
FPArms: HoldAdjustment layer params + PosXYZ for RH hold
FPArms: changed PosX range to ±10 instead of ±5
Citizen/animgraph: added Idle SM to melee punch
Currently fades to a static pose if you haven't attacked/moved/crouched in the last 5 seconds. (This will change)
Citizen: separated some animation groups into their own prefabs
Citizen/animgraph: added crouch skid (powersliding) + IK-based noise when skidding
(Powersliding is north-only for now.)
Citizen: updated unicycle pedaling animation with 8% leg X scaling
Citizen: added unicycle pedaling animation (basic for now)