658 Commits over 1,340 Days - 0.02cph!
Citizen: dynamically adjust position of lower arm helpers + improved behaviour
The constraint... or rather, its result... is now biased towards staying closer to the end of the limb, which preserves the natural curve better.
Citizen: dynamically adjust position of lower leg helpers
Citizen: adjusted how limbs scale with height
Citizen/animgraph: first draft of scale_height feature
https://files.facepunch.com/maxlebled/1b0811b1/scale_height_first_draft.webm
Citizen/clothing: minor jumpsuit tweaks
Menu: more adjustments to avatar panel + tweaked eye look
Menu: center the avatar panel again, by accounting for the left vertical bar
(It also looks nicer with 21:9 now.)
Citizen/clothing: slightly safer angle limit setting on jumpsuit physics
Citizen/clothing: jumpsuits skinning improvements + ID card on pocket has physics
Citizen/clothing: bucket helmet seam fix
Merge branch 'master' of sbox
Citizen/clothing: adding RenderMeshMarkup for previous clothing items that have a cut-down torso mesh
Citizen/clothing: (... and RenderMeshMarkup for the blue variant too)
Citizen/clothing: fixes to blue variant of v-neck t-shirt
Citizen: ship "all-in-one" FBX with the game files
(The "all-in-one" FBX includes the head and its morphs, unlike the regular LOD0/1 FBX files, because we use a DMX file for this. We might as well put it in here so you don't have to go look for it on the wiki.)
Citizen/clothing: v-neck t-shirt skinning/LOD improvements & seam fix
Citizen/clothing: army shirt uses neck_clothing bone instead of neck_0
Citizen: added ear_* bones
Citizen/clothing: various improvements
Citizen: LOD0/1 don't compress tangents/texcoords anymore, fixing shading seams
Citizen: fixed very small gaps that could show up in the torso-to-neck region in specific circumstances in LOD levels 0&1
Citizen/clothing: LOD3 updates
Merge branch 'master' of sbox
Citizen/clothing: updated buttoned shirt LOD3
Citizen/clothing: updated tank top (fixed skinning, seams, clipping; new LODs)
Citizen/clothing: summer shorts skinning update + clipping fix
Citizen/clothing: polo shirt updates (neck seam fix, skinning & LOD improvements)
Citizen/clothing: hawaiian shirt updates (neck seam fix + LODs)
Citizen/clothing: misc. fixes
Citizen/clothing: buttoned shirt LODs
Citizen/clothing: buttoned shirt skinning pass
Citizen: more misc. fixes
Citizen: further updates & misc. fixes around the head & its shoulder seams
Previously updated clothing included in this commit
Recursively recompiled all assets
Citizen/clothing: also reflected flannel shirt changes onto blue variant
Citizen/clothing: flannel shirt LOD2/3 remade
Citizen/clothing: batch recursive recompile to reflect the removal of "m_pModelConfigList = null"
Citizen/clothing: flannel (& blue) shirt LOD0/LOD1 improvements & neck seam fix
Citizen/clothing: posh dress LOD3 remade
Citizen: LOD2/3 doesn't cull *_lower_* helpers anymore (see commit description)
Previously, *_lower_* helpers were included in the cull list. However, the bone constraints still get computed under the hood, and the influence of those helpers crosses a boundary between different body regions, which could cause a problem: a bonemerged item that includes its own copy of the body meshes (for culling reasons) would still get the constraint applied, but the rest of the original body wouldn't (by virtue of the helper influence having been culled), creating a very ugly and noticeable seam.
Citizen/clothing: posh dress LOD2 remade
Citizen/clothing: posh dress skinning improvements + neck seam fix
Citizen/clothing: necklace LOD2 is in fact 3, not 2
Citizen/clothing: updated necklace (precise attachment rigging + jiggle + LOD0/2)
(Fancy collision method with the chest disabled while issues with cloth physics are being investigated.)
Citizen: fixed smile morphs (lipCornerPuller) not working
Citizen: fixed FBX files using split per-vertex normals export
This had no incidence on anything engine-side, but was very impractical for anyone who wanted to re-import the FBX files back into 3D software. Especially 3ds Max, which dealt with the files so catastrophically as to muster this sort of eldritch abomination, the likes of which I have never seen before in over 10 years of using Autodesk software: https://files.facepunch.com/maxlebled/1b1711b1/3dsmax_2022-09-16_21-14-28.mp4
Citizen: a batch of technical updates
- Updated all skinning to fix just about everything that had come to bother me in the past 12 months of posing & animating this character model
- Fixed a very small seam between the head and the torso caused by... honestly, some really hellish crap
- Fixed some vertices on the head having incorrectly shaded normals, especially when morphs are active
- Improved ragdoll settings
- Other various misc. fixes
Temporarily roll back recent Citizen mesh changes while some obscure bone transform issues are being figured out
Revert "Citizen: updated meshes for LOD levels 1/2/3 with new skinning pass"
This reverts commit df3835dff9ab74bacf1a0b3f9aa9bd2dafe1b8bf.
Revert "Citizen: updated skinning on LOD0"
This reverts commit 0f754ec4457ac35441c48ca7b004017ed705c163.
Citizen: updated skinning on LOD0
This fixes almost every single tiny thing that had come to bother me over the past 12 months of posing & animating this character. There are currently a couple of tiny issues that have cropped up with the head mesh, we're looking into them. I'm pushing this part now so that you don't have to keep seeing a seam.
Citizen: updated meshes for LOD levels 1/2/3 with new skinning pass
Citizen: LOD levels 2/3 don't cull elbow & knee helpers anymore
Citizen: new skinning pass (torso, pelvis, kneecaps, elbows)
Improvements around the pelvis-to-legs, pelvis-to-spine, and spine-to-neck areas. General softening of the torso. Slight topology changes around the kneecap and elbow helpers to improve volume retention further. (LOD0 only for now.)
Citizen/animgraph: updated Pistol_2H_Pose_Crouching_01
Citizen/animgraph: updated attachments & small graph updates
Citizen/animgraph: fixed NoclipStart state