606 Commits over 1,249 Days - 0.02cph!
Citizen: updated WalkFast_N
Citizen/animgraph: fixed foot IK parameters also affecting hands
Citizen/animgraph: new parameters for "manual" / code-side IK, removed b_vr
FPArms: another pass at movement anims
FPArms: camera is now handled separately on a different path & made additive so that simultaneous jump/land/airborne + attack anims don't stomp each other unpleasantly
Citizen: move foot attachments into prefab
FPArms: updated weightlists
FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
Revert "Remove all vmat_c files from repo"
This reverts commit 78190dfd8e5471286d0142df92a07cd8d3968e14.
Remove all vmat_c files from repo
Exclude .mayaSwatches from main repository too
.gitignore: ignore all compiled content except shaders
FPArms: update shared sprint anim
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
FPArms: add sprinting anim to punching animgraph
FPArms: remove hold adjustment sequences from adjustment prefab
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims
FPArms: added shared holster animation
FPArms: more shared stuff
Merge branch 'master' of sbox
FPArms: jump/airborne/land use shared zero reference point, added shared fire anims
FPArms: shared idlelayer uses shared zero reference point instead of other pose
Merge branch 'master' of sbox
FPArms: added run/sprint & local zero reference to the shared anim prefab
FPArms: many changes involving moving stuff into the first person arms VMDL for easier sharing & genericization (see commit comment)
• removed hold_* bones
• added weapon_root, weapon_root_children, weapon_IK_hand_*, and hand_*_to_weapon_ikrule, following the same hierarchy as existing weapons (weapon_root is a separate root bone)
• weapon_root_children is a new bone between weapon_root and the children ("trigger", "magazine", etc. and the IK bones); this is so that weightlists can be moved into the arms VMDL instead of having to be explicitly defined in each weapon. Only part-specific weightlists (e.g. "mode_selector" for the MP5 knob) need to exist as part of weapon VMDLs now.
• transferred common weightlists involving weapon_root
• debug gizmo meshes (reminder: they're in a bodygroup) now show the weapon IK targets & the weapon_root bone
• added "shared" animationlist prefab which holds generic template anims that weapons can reuse; the goal is to make these as independent from each other as possible (no interlocking references), more to come soon
Citizen/animgraph: improved jumping feel by making the body & legs lean towards the landing direction
This exploits the system used to partially reflect your input while airborne, but it now *reverses it* once the initial jump impulse is over. https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2021-51-46.mp4
/core/materials/dev/ vmat_c changes
/addons/citizen/ content recompile
Citizen/animgraph: add eyebrows & beard to the graph list of bone merge models, for morph testing
Animgraph tutorials: update the interface tutorial with the new model picker
FPArms: shadow-blocker mesh prototype (kept disabled for now)
Citizen/animgraph: bits of layout cleanup & rewrote some comment boxes
Citizen/animgraph: changed the facial idle noise layer so that it won't part the lips anymore + other small layout/comment improvements
Citizen/animgraph: improvements on scale_height subgraph (much more readable layout, added safeguard against duck corrective in special movement states)
Animgraph/tutorials: added file on transition orders
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
Animgraph tutorials: added new file on reset signals
Citizen/animgraph: improved the Slide special movement state through the use of nested state machines + fun partial re-use of the Roll Exit anims for it + fixed head bug in the Roll state
Citizen/animgraph: use idle layer instead of static frame when slide move_groundspeed=0
Animgraph tutorials: layout changes & readability improvements to account for QT screen scale shenanigans (😒)
Update tutorial_02_basic_principles.vanmgrph
Added five tutorial graphs under /game/core/animgraphs -- more to come!
Citizen: disabled viseme prefab by default
Citizen: added debug_animation_scaling anim
FPArms: minor cleanup in punching animgraph
Typo fix in asset.party package publish successful
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
FPArms: added new debug animations for twist constraints, moved debug anims into prefab
Citizen: added visemes animation prefab containing a set of viseme morph frames
Update first_person_arms_punching.vanmgrph_c