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609 Commits over 1,402 Days - 0.02cph!

Yesterday
Update first_person_arms_adjustments.vsubgrph
6 Days Ago
FPArms: add Reduce_WeaponRoot_50 weightlist
14 Days Ago
Citizen/humans: couple of minor fixes (sprint input framerates, noclip start delta fix on humans)
16 Days Ago
First person: move FireModeSelectAnim weightlists into prefabs
30 Days Ago
Humans/animgraph: added Sprint_NW & Sprint_NE
33 Days Ago
Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans
34 Days Ago
Humans/animgraph: added Sprint_N (+ temp derived NE/NW)
37 Days Ago
Humans: improved Run_N_m
2 Months Ago
Delete citizen_2023-03-06.fbx
2 Months Ago
Humans: improved WalkFast_N
2 Months Ago
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
2 Months Ago
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
2 Months Ago
Citizen/animgraph: fixed broken crouch states (oops)
2 Months Ago
Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work. Humans: convert Citizen animations on the ModelDoc side rather than graph side
2 Months Ago
Humans: port over more animations from the Citizen set
2 Months Ago
Citizen/animgraph: added 'static_pose' int parameter — set to '1' to display the A-pose but with open eyes. To be used when rendering item thumbnails.
2 Months Ago
Humans: added CrouchWalk_E & CrouchWalk_W
2 Months Ago
Humans: disabled AO proxy nodes now that AO proxy support has been removed
2 Months Ago
Citizen/animgraph: tweaked wish-based locomotion layers to account for the new usage of the skid layer
3 Months Ago
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
3 Months Ago
Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph
3 Months Ago
Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive.
3 Months Ago
Citizen: disabled AO proxy nodes now that AO proxy support has been removed
3 Months Ago
Humans: skinning updates Humans: more skinning updates & prefab changes Merge branch 'master' of sbox
3 Months Ago
Humans: added citizen_human_female_staging.vmdl
3 Months Ago
Humans: copy ring fingers onto pinky fingers while we're still reusing Citizen animations — avoids the "tea cup" look
3 Months Ago
Humans: added CrouchWalk_S
3 Months Ago
Humans: improved CrouchWalk_N (and increased its speed to 85 u/s)
3 Months Ago
Humans: add menu anims (same as Citizen)
3 Months Ago
Humans: added Run_S & Run_W
3 Months Ago
Humans: recover deleted staging files Recovered 2 files that were deleted by commit 1d291f07bb4f2bb4bfec48765b2d640894441796
3 Months Ago
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
4 Months Ago
Citizen/animgraph: added b_firstperson parameter; intended to be used when showing the body in first-person view while looking down
4 Months Ago
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
4 Months Ago
Citizen/animgraph: improve look & feel of turning while moving https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement)
4 Months Ago
Humans: brand-new data sets for hitboxes, physics joints, and physics shapes + improved WalkFast_E + added WalkFast_W https://files.facepunch.com/maxlebled/1b3111b1/2024-10-31%2001-49-11.mp4
4 Months Ago
Humans: reworked WalkFast_N
4 Months Ago
Humans: fixed compile errors
4 Months Ago
Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
4 Months Ago
Humans: remove animation-processing VMDL prefab instances living under currently disabled nodes, to work around issue #1681
4 Months Ago
Humans: added WalkFast_E + NE/SE (roughs)
4 Months Ago
Citizen/animgraph: make scale_height not bouncy anymore
5 Months Ago
Humans: hook up an extremely basic animgraph so the model stops exploding if you try to use it
5 Months Ago
Human: normalize movement animation root speed to 80 u/s across animations + lower new constraint weights slightly
5 Months Ago
Humans: improved existing movement animations
5 Months Ago
Humans: same fix as Citizen + lower the weight of ShoulderToBicep constraints to account for the "bicep bulges" contributing to the situation... and also because it just looks better
5 Months Ago
Citizen: fixed incorrectly nested nodes in the AnimConstraintList prefab because ModelDoc doesn't know how to properly manage a folder of nodes being drag-and-dropped between VMDLs and prefabs
5 Months Ago
Human: added constraints on biceps that makes the lower part of arms subtly rotate away as the arms bend, similar to what happens with legs + various misc. things (anims, fixes...) https://files.facepunch.com/maxlebled/1b3011b1/elbows.mp4
5 Months Ago
Human: lots of updates, see commit comment • 2 walk animations & default idle poses • Same prefab changes as Citizen • Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose • Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
5 Months Ago
Delete old human male.vmdl