606 Commits over 1,249 Days - 0.02cph!
FPArms: debug poses and updated constraints
FPArms: fixed incorrect arm_upper_R rotation axises, added hitbox capsules
FPArms: helper constraints
Citizen: re-enabled elbow_R helper constraint which had been accidentally disabled
First-person arms initial commit
Merge branch 'master' of sbox
Citizen/animgraph: added flailing while airborne
Citizen/animgraph: pose/jump/land updates
Merge branch 'master' of sbox
Citizen/animgraph: updated jump animation + other tweaks/fixes
Citizen/animgraph: updated landing
Citizen/animgraph: airborne side selector
(During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes)
Citizen/animgraph: updated jump anim and airborne poses+blends
Citizen/animgraph: updated Jump anim
Citizen/animgraph: must have been airborne for 150ms or longer for landing anim to be playable
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses
Merge branch 'master' of sbox
Straight Down aim matrix experimentation
Merge branch 'master' of sbox
Citizen/animgraph: unhooked new Choice node as it's causing a strange, menu-only animation playback bug
Citizen/animgraph: VR fully overrides arms + voice float + etc.
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
Citizen/animgraph: changed skid bounds from 400 to 650
Citizen/animgraph: skid experiment
Citizen/animgraph: post-jump airborne state now has a 1D Blend based on vertical velocity (move_z). First pass
On-the-fly delta compositing for melee_punch
Citizen right punch animation (complete)
More progress on punch anim
Preparing more punch stuff in the animgraph
WIP right melee_punch attack animation
Trigger facial animation when attacking
Implemented "long idle" to the pistol branch
If standing without 10 seconds without moving or performing actions, switches to a different sub-chain
Fixed root motion values not being carried through the "procedural helper cleaner" node
More big changes to the animgraph compositing structure
Additive attacks, procedural hit reaction tweaks, proper pelvis delta compositing in which upper body motion doesn't get doubled up, fixed helper bones getting jittery, head look chain is now part of weapon branches, etc.
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks
This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
Animgraph checkpoint
Merge branch 'master' of sbox
Weapon delta sequences are now precomputed in ModelDoc to save on graph complexity and runtime cost
Citizen animgraph updates with massive improvements
Conditional aim *and* IK disables on all holdtypes
New damping parameters on a new look/aim setup for weapon holdtypes
Separate damping and new look chains when not wielding a weapon
Weapon gestures now also composite a pelvis-only additive component
(and probably more that I forgot)
Merge branch 'master' of sbox
Crouch poses for shotgun & SMG holdtypes
Citizen footstep volume adjustment
Merge branch 'master' of sbox
Procedural hit reactions node changes
Animgraph updates
Duck being an analog/float input is now properly handled, your equipped weapon has no more weird offsets from where you're actually aiming, and weapon gestures can disable aim chains as well as IK (though somewhat inelegantly for now)
Updated animgraph with new parameters
Merge branch 'master' of sbox
Animgraph updates (includes more comments)
Animgraph updates (conditional IK disable during reload gesture)
Animgraph & animation updates
Added b_sit input to the animgraph
SMG reload animation + hooked up shotgun holdtype
Merge branch 'master' of sbox