658 Commits over 1,340 Days - 0.02cph!
Humans: updated rig, polished skinning, forked off most VMDL prefabs
Citizen: added "blink" pose parameter + "Eyes_1D" sequence
Humans: actually link the staging animgraph
Humans: v2 staging VMDL & animgraph
Citizen/animgraph: first (very) rough draft of melee_weapons holdtype + a couple of minor fixes
Citizen: fixed accidental FBM embedding of Citizen textures in an exported mocap take file, which was causing ModelDoc to extract the folder every time it compiled the VMDL
Citizen/animgraph: added experimental dota-style turn poses. Disabled for now because the parameter is not working correctly in-game and I don't have any way of troubleshooting it
Citizen/animgraph: tweaked the upper body lean layer poses to account for the change to model-space additive compositing
Citizen/hackweek: animgraph implementation of prototype avatar menu animations
Citizen/hackweek: added 58 new **prototype** animations for the avatar menu + moved all menu animations into a separate folder & prefab
Citizen: re-enabled upper body component of the lean layer
FPArms: added "Only_Weapon_no_IK" weightlist
FPArms: shared jump/land/airborne subgraph + fixed _delta missing from some shared names
FPArms: move_groundspeed to move_bob (0,1)
FPArms: improved shared jump/airborne/land animations
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
FPArms: genericized versions of new ironsight additive animations for the shared library
Update test animgraph for model-space additives
Citizen: add model-space versions of additive idle aim matrices
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
Citizen/animgraph: improved scale_height parameter (see commit comments)
• tweaked input poses, especially the tall one (5% less legs, 5% more torso & arms)
• tweaked stride scaling: from 0,1,2 to -1,1,3 (this lets short characters cover much more ground, and helps prevent IK pops on tall characters)
• added a new weighted constraint to the procedural neck_clothing bone so that it won't flip anymore on extremely short characters (with e.g. jumpsuit outfit)
• scaling your height is now bouncy because it looks fun: https://files.facepunch.com/maxlebled/1b1111b1/sbox-dev_2024-06-11_11-58-31.mp4
Example graph for model-space additive blending implementation
FPArms: new shared sprint in/out additive transitions
FPArms: added shared ironsights animations
FPArms: added basic throwable animations
First person arms: various updates to prefabs + new non-weapon_root-centric shared animations (for grenades)
First person arms: bring back the hold bones for non-weapon_root-centric setups
Remove VR hand assets from "Half-Life: Alyx" & associated source files
VR hands: couple more fixes + "cylinder" poses
Update VR hands with more backported stuff & fixes + left hand model
Work-in-progress replacement for VR hands
Update first_person_arms_adjustments.vsubgrph
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
These two clothing icons were missed in the layout change
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side
https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4
Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out
Citizen/animgraph: added Swim_Up
Citizen/animgraph: updated Swim_Idle
Citizen/animgraph: change threshold for movement reset from 5 to 2 u/s
Citizen/animgraph: do some move/wish trickery to improve the look of changing direction while swimming (sort of like leaning while running)
Citizen/animgraph: added Swim_S, updated Swim_N, new Swim_Idle
Citizen: new Swim_N animation
Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore
Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry)