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516 Commits over 1,096 Days - 0.02cph!

8 Months Ago
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
8 Months Ago
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
8 Months Ago
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
8 Months Ago
Animgraph tutorials: added new file on reset signals
8 Months Ago
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
8 Months Ago
Citizen/animgraph: use idle layer instead of static frame when slide move_groundspeed=0
8 Months Ago
Animgraph tutorials: layout changes & readability improvements to account for QT screen scale shenanigans (😒)
8 Months Ago
Update tutorial_02_basic_principles.vanmgrph
8 Months Ago
Added five tutorial graphs under /game/core/animgraphs -- more to come!
9 Months Ago
Citizen: disabled viseme prefab by default
9 Months Ago
Citizen: added debug_animation_scaling anim
9 Months Ago
FPArms: minor cleanup in punching animgraph
9 Months Ago
Typo fix in asset.party package publish successful
9 Months Ago
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
9 Months Ago
FPArms: added new debug animations for twist constraints, moved debug anims into prefab
9 Months Ago
Citizen: added visemes animation prefab containing a set of viseme morph frames
9 Months Ago
Update first_person_arms_punching.vanmgrph_c
9 Months Ago
FPArms: move_groundspeed min/max to -1000,1000
9 Months Ago
FPArms: hack workaround to share all parameters through the adjustments subgraph. Unfortunately this does not work with bools or enums :(
9 Months Ago
Citizen/animgraph: further protect against movement hitches by blocking reset signals to the pelvis lean additive node + updated comments
10 Months Ago
Citizen/animgraph: prevent animation hitches that could happen when strafing back and forth or changing directions (see commit comment) + improved noclip blend In order to have movement cycles always start from the same phase (left foot passing the right foot), the state machine in charge of tagging would send a reset signal every time the movement speed would go from under 2 u/s (defined as idle) to above 2 u/s (or 100 u/s in one tick). However, strafing back and forth or changing directions could satisfy these conditions right away, and the received signal would not only reset the 2D Blendspace, but also the newer lean layers, creating a visible hitch. The implemented solution is a second set of state change conditions. The current conditions still exist, but don't send a reset signal anymore. The new set of conditions can still send a reset, but they also require to have spent at least 250ms under 2 u/s first. The defined transition priority order now sets the newer set of conditions to the first slots, to then make sure the time condition can always get evaluated first.
10 Months Ago
Citizen/animgraph: your input direction is now visually reflected when airborne https://files.facepunch.com/maxlebled/1b0711b1/airborne_wish_lean.webm
10 Months Ago
Update first_person_arms_adjustments.vsubgrph
10 Months Ago
FPArms/Punching: prefix all bool parameters with b_ like in the Citizen graph
10 Months Ago
Citizen/animgraph: enabled bouncyspring on pelvis lean additive
10 Months Ago
Animgraph spring demo graph/vmdl
10 Months Ago
Citizen/animgraph: set voice parameter back to predicted
10 Months Ago
Citizen/animgraph: set voice parameter to not be predicted
10 Months Ago
FPArms: added proof-of-concept system for swapping to different first-person arms, with automatic adjustment for hand proportions Example with a (very roughly converted) 4-fingered Citizen hand, in use with v_usp: https://files.facepunch.com/maxlebled/1b2411b1/sbox_2023-06-24_10-33-48.png
10 Months Ago
FPArms: keep AO proxies disabled by default
10 Months Ago
FPArms: fix & improve AO proxies
10 Months Ago
Use ISO 8601 date format when publishing changes to asset.party
10 Months Ago
Scaled down muzzle flash particle to match USP viewmodel scaling
10 Months Ago
Update first_person_arms_punching.vanmgrph_c
10 Months Ago
FPArms: clamp to 4 bone/vert & get rid of FBX re-import warnings
10 Months Ago
FPArms: updated first person arms rig (see commit comments) + updated punching animation set accordingly The wrist and metacarpal bones were pushed back up by a centimeter. The wrist area deformation is better on either side, and a tiny bit better at the front and back. The metacarpal bones can now deform the entire hand more gradually, creating a gentle curved slope. Some triangulation was changed.
11 Months Ago
FPArms: fixed left arm IKchain
11 Months Ago
FPArms: add notes on IKChain nodes
11 Months Ago
FPArms: explicitly reject weapon_root from existing weightlists
11 Months Ago
Update first_person_arms_adjustments.vsubgrph
11 Months Ago
First person: deleted unused sequences
11 Months Ago
First person: changed bindPose to have its height zeroed out (such that camera height = 0), like in the punching animation set
12 Months Ago
Citizen/animgraph: fixed "none" idle poses not updating until a reset signal is forwarded by switching holdtype and back again
12 Months Ago
Citizen: added WalkFast_S
12 Months Ago
Citizen: added WalkFast (north), which is 75 units/second (Walk is 49 u/s)
12 Months Ago
Citizen/animgraph: added a new "slide" special movement state https://files.facepunch.com/maxlebled/1b2911b1/sbox_2023-04-29_23-02-50.mp4
12 Months Ago
Citizen/clothing: rigged "waistcoat and shirt" item
12 Months Ago
Citizen/animgraph: changed the logic used to disable the scale_height pelvis height offset to a tag-based state machine + other minor improvements
1 Year Ago
Citizen: tweaks to scale_height source poses (they now affect arms a little bit less)
1 Year Ago
Citizen/clothing: updated summer shorts to latest rig & reskinned them