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538 Commits over 1,157 Days - 0.02cph!

3 Days Ago
FPArms: move_groundspeed to move_bob (0,1)
3 Days Ago
FPArms: improved shared jump/airborne/land animations
9 Days Ago
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
9 Days Ago
FPArms: genericized versions of new ironsight additive animations for the shared library
12 Days Ago
Update test animgraph for model-space additives Citizen: add model-space versions of additive idle aim matrices
12 Days Ago
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
13 Days Ago
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
14 Days Ago
Example graph for model-space additive blending implementation
14 Days Ago
FPArms: new shared sprint in/out additive transitions
17 Days Ago
FPArms: added shared ironsights animations
25 Days Ago
FPArms: added basic throwable animations
26 Days Ago
First person arms: various updates to prefabs + new non-weapon_root-centric shared animations (for grenades)
26 Days Ago
First person arms: bring back the hold bones for non-weapon_root-centric setups
38 Days Ago
Remove VR hand assets from "Half-Life: Alyx" & associated source files
38 Days Ago
VR hands: "grab" poses
38 Days Ago
VR hands: couple more fixes + "cylinder" poses
38 Days Ago
Update VR hands with more backported stuff & fixes + left hand model
39 Days Ago
Work-in-progress replacement for VR hands
52 Days Ago
Update first_person_arms_adjustments.vsubgrph
60 Days Ago
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
2 Months Ago
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
2 Months Ago
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
2 Months Ago
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
2 Months Ago
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
2 Months Ago
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
2 Months Ago
These two clothing icons were missed in the layout change
5 Months Ago
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
5 Months Ago
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
5 Months Ago
Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out
5 Months Ago
Citizen/animgraph: added Swim_Up
5 Months Ago
Citizen/animgraph: updated Swim_Idle
5 Months Ago
Citizen/animgraph: change threshold for movement reset from 5 to 2 u/s
5 Months Ago
Citizen/animgraph: do some move/wish trickery to improve the look of changing direction while swimming (sort of like leaning while running)
5 Months Ago
Citizen/animgraph: added Swim_S, updated Swim_N, new Swim_Idle
5 Months Ago
Citizen: new Swim_N animation
5 Months Ago
Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore
5 Months Ago
Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry)
5 Months Ago
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
5 Months Ago
Citizen/animgraph: the voice parameter now cancels out most mouth-related morphs so that the mouth is closed before the OVR lipsync operates (but some morphs can still partially leak through to retain some of the underlying expressions) + more MorphFrame expressions
5 Months Ago
Citizen: added a handful of new MorphFrame nodes for various expressions
5 Months Ago
Add game/config/input/common.json to .gitignore
6 Months Ago
Citizen: fixed the neck bone in Airborne_Flail_Movement having been pushed down due to a CAT bug
6 Months Ago
Citizen: converted all existing FBX animation files to binary FBX - for Facepunch/sbox-issues#3085 Most were already binary FBX, but a few of the earliest ones were ASCII.
6 Months Ago
Citizen/animgraph: update "voice" to use a MorphFrame instead of a DMX file + subgraph tweaks + weightlist tweaks
6 Months Ago
Citizen: updated visemes prefab Citizen: set viseme prefab to enabled Merge branch 'master' of sbox
6 Months Ago
Citizen/animgraph: apply the "Disable scale_height main pelvis offset" Tag to the rolling state. Will need a more thorough solution later. (Facepunch/sbox-issues#4296)
6 Months Ago
Citizen/animgraph: enable "lock state when waning" on the "Tag & Reset Movement" state machines
6 Months Ago
Citizen/animgraph: further improve skid. Blending in/out should be more graceful now, respecting the movement 2D blendspace's own timings. Revamped the "noise" layer additive animation: it now scales with speed, and it inherently lowers the pelvis by a few units to avoid IK pops. Fixed duck transition potentially spazzing out if you duck while skidding, or blending in/out of skidding. Disabled crouch skidding (for now?) https://files.facepunch.com/maxlebled/1b2011b1/2023-12-20%2019-33-21.mp4
6 Months Ago
Citizen/animgraph: use the skid 1D Blendspace to extend the 2D Blendspace past its boundaries gracefully & infinitely rather than outright replacing it (because move_direction cannot be dampened, especially in conjuction with move_groundspeed as part of another downstream 1D Blend) + use different weightlist to do the model-space rotation blending
6 Months Ago
Citizen: add a couple of new weightlists (Only_Arms + Blend_UpperBody_HalfSpine_FullArms)