616 Commits over 1,430 Days - 0.02cph!
More progress on punch anim
Preparing more punch stuff in the animgraph
WIP right melee_punch attack animation
Trigger facial animation when attacking
Implemented "long idle" to the pistol branch
If standing without 10 seconds without moving or performing actions, switches to a different sub-chain
Fixed root motion values not being carried through the "procedural helper cleaner" node
More big changes to the animgraph compositing structure
Additive attacks, procedural hit reaction tweaks, proper pelvis delta compositing in which upper body motion doesn't get doubled up, fixed helper bones getting jittery, head look chain is now part of weapon branches, etc.
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks
This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
Animgraph checkpoint
Merge branch 'master' of sbox
Weapon delta sequences are now precomputed in ModelDoc to save on graph complexity and runtime cost
Citizen animgraph updates with massive improvements
Conditional aim *and* IK disables on all holdtypes
New damping parameters on a new look/aim setup for weapon holdtypes
Separate damping and new look chains when not wielding a weapon
Weapon gestures now also composite a pelvis-only additive component
(and probably more that I forgot)
Merge branch 'master' of sbox
Crouch poses for shotgun & SMG holdtypes
Citizen footstep volume adjustment
Merge branch 'master' of sbox
Procedural hit reactions node changes
Animgraph updates
Duck being an analog/float input is now properly handled, your equipped weapon has no more weird offsets from where you're actually aiming, and weapon gestures can disable aim chains as well as IK (though somewhat inelegantly for now)
Updated animgraph with new parameters
Merge branch 'master' of sbox
Animgraph updates (includes more comments)
Animgraph updates (conditional IK disable during reload gesture)
Animgraph & animation updates
Added b_sit input to the animgraph
SMG reload animation + hooked up shotgun holdtype
Merge branch 'master' of sbox
Added a conditional IK disable at the end of the animgraph + temp (?) fix for noclip-out overriding landing
Fixed jump sometimes playing the fall animation instead of jump
(This could happen if you jumped right after landing in a very small time window. The state machine needed some more conditional checks.)
Improved jump & land animations
Citizen animgraph/vmdl updates
NoclipEnd transition state can now be interrupted by landing
Merge branch 'master' of sbox
Fixed the landing animation sometimes causing IK chains to flip out
Added ComIntegration to gitignore
Added look-at chains for both eyes + let landing animation be interruptible by jumping again
Rough crouch re-exported with IK data now so that feet IK can be reapplied globally right away
Polished 9-way run SE/SW + NE/NW updates
Merge branch 'master' of sbox
Polished run updates (E/NE, W/NW)
More run updates (N/NE/E)
Legs hitbox fix attempt + polished RunN
Weapon pose properly fed in as idle state pose
Added a (very naive) reproduction of the Source 1 "ikrule touch" feature for current holds
Fixed hold_R on Rust crossbow
Merge branch 'master' of sbox
Procedural blink machine + micro eye darts added to the Citizen animgraph
Merge branch 'master' of sbox
Applying temp solution for better arms aiming
AE_FOOTSTEP anim metadata + adjusted loop points + moved movement anim processing into prefabs
Merge branch 'master' of sbox
Fixed crouchwalk sidewards axis being reversed
Citizen V2 merge onto V1
Citizen V2: animgraph work, AO proxy data
More puzzling animgraph shenanigans
Removed colour from skin to allow for better tinting
Updated citizen model with some added loops around elbows/knees. Made mouth a separate material so it doesn't get tinted. Added a fake AO under eyelids
Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive
Fixed unwelded vert in knee
Implemented noclip in/out transition states
Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats
Working IK on the legs, animgraph updates, fixed look chains, etc.
Updated trousers to fit new Citizen rig
Updated longsleeve shirt to fit new Citizen rig
Updated Tracksuit to fit new Citizen rig
Updated Shorts to fit new Citizen rig
Updated Labcoat to fit new Citizen rig
Updated Jackets (hoodie and tuxedo) to fit new Citizen rig
Updated HeavyJacket to fit new Citizen rig
Updated Shoes to fit new Citizen rig
Merge branch 'citizenv2' of sbox into citizenv2
Fidget idle test
Updated Trainers to fit new Citizen rig
Updated Workboots to fit new Citizen rig
Updated Hardhat to fit new Citizen rig
Remove physics hull from hardhat (causing visibility issues)
Updated Wooly hat to fir new Citizen rig
Updated Beret to fit the new Citizen rig
Updated Security Helmet (with and without strap) to fit new Citizen rig
Workboots compile
Updated Tophat to fit new Citizen rig
Updated Cap to fit new Citizen rig
Updated Woolyhatbobble to fit new Citizen rig
Updated Leather cap (with and without badge) to fit new Citizen rig
Updated Uniform hat to fit new Citizen rig
Updated Service hat to fit new Citizen rig
Updated femalebun to fit new Citizen rig
Updated male hair 02 to fit new Citizen rig
Refined AO capsules + individual finger ones
Merge branch 'citizenv2' of sbox into citizenv2
Updated N/NE/E/SE/S walks
Added tint mask to citizen_skin, removed mouth material
More work on the walks
reapplied tint mask
Jump & land animations + changed bindPose to have root_ik Z=0
Fixed chest bodygroup name
Merge branch 'citizenv2'