586 Commits over 1,310 Days - 0.02cph!
FPArms: fix & improve AO proxies
Use ISO 8601 date format when publishing changes to asset.party
Scaled down muzzle flash particle to match USP viewmodel scaling
Update first_person_arms_punching.vanmgrph_c
FPArms: clamp to 4 bone/vert & get rid of FBX re-import warnings
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.
FPArms: fixed left arm IKchain
FPArms: add notes on IKChain nodes
FPArms: explicitly reject weapon_root from existing weightlists
Update first_person_arms_adjustments.vsubgrph
First person: deleted unused sequences
First person: changed bindPose to have its height zeroed out (such that camera height = 0), like in the punching animation set
Citizen/animgraph: fixed "none" idle poses not updating until a reset signal is forwarded by switching holdtype and back again
Citizen: added WalkFast_S
Citizen: added WalkFast (north), which is 75 units/second (Walk is 49 u/s)
Citizen/animgraph: added a new "slide" special movement state
https://files.facepunch.com/maxlebled/1b2911b1/sbox_2023-04-29_23-02-50.mp4
Citizen/clothing: rigged "waistcoat and shirt" item
Citizen/animgraph: changed the logic used to disable the scale_height pelvis height offset to a tag-based state machine + other minor improvements
Citizen: tweaks to scale_height source poses (they now affect arms a little bit less)
Citizen/clothing: updated summer shorts to latest rig & reskinned them
Citizen/clothing: updated polo shirts to latest rig
Citizen/clothing: updated Hawaiian shirt to latest rig
Citizen/clothing: updated flannel shirts to latest rig
Citizen/clothing: enabled expensive tangents on dotted dress (gets rid of shading seam)
Citizen/animgraph: fixed the scale_height min & default values being swapped (oops)
Citizen/animgraph: removed restriction on scale_height feature
You are still very much advised to keep the value between 0.8 and 1.2, but if you want to set it to 2.0 and create a noodly-limbed monstrosity, you may now do that without having to edit the Citizen animgraph.
Merge branch 'master' of sbox
Citizen/clothing: updated v-neck t-shirts to latest rig & reskinned them
Merge branch 'master' of sbox
Citizen/clothing: updated cargo pants to the new rig & reskinned them
Citizen/clothing: updated tank top cut body meshes to latest rig + improved skinning along cloth edges
Brightened up the avatar editing menu
Citizen/clothing: added new item, "Diving Rebreather"
This one comes with fancier rigging enabled by item-level animation constraints created entirely in ModelDoc. https://files.facepunch.com/maxlebled/1b1711b1/sbox_2023-04-17_07-19-47.mp4
Citizen/animgraph: improved sit_offset_height
The feet now pivot up and detach from the ground beyond +3 units, and the arms also follow correctly.
https://files.facepunch.com/maxlebled/1b1411b1/sbox_2023-04-14_21-11-48.mp4
Citizen/animgraph: misc. small fixes
Fixed handling of some special movement transitions, move_style keeps cycle when switching modes, & some comment stuff
Citizen/animgraph: added faster walk ring + added "move_style" enum. (See commit comments.)
The faster walk ring helps achieve a better blend between walking & running (the in-between strides are faster and look somewhat less awkward). The "move_style" enum lets you force walking only, or running only. Variations on upright movement could be hooked up there in the future.
Citizen/clothing: updated Posh Dress to latest skinning
Citizen/clothing: converted Posh Dress to new rig setup
Citizen: moved height scale preview sequences into debug prefab
Citizen: part 2 of the recent rig update (see commit comments for details)
- Further improvements to skinning: much better deformation between spine0 and pelvis, refinements to the upper arm to shoulder to neck regions, a gentler blend from thorax to neck to head (which also better matches up with the "chin" of the character), and slightly better volume preservation for elbow and kneecap helpers. All of these changes also allow the height scaling feature to hold up better.
- Fixed a small angle drift that had devilishly sneaked into the leg bones (this is the part where I sarcastically profess my love for 3ds Max and Autodesk software in general)
- Fixed the kneecap helpers being the children of leg_lower_*_twist0 instead of leg_lower_*
- Updated the "all-in-one" FBX source file
- Following this model update, there may be very minor seams showing up in some clothing items under specific circumstances; these will be addressed in separate commits
Citizen: tagged AO mask as uncompressed, which avoids blockiness and banding from showing up, especially on darker skin colors + small improvement to skin05 (a bit less purplish)
Citizen/clothing: added "stopgap" twist setup to shorts, trousers, and vests
Citizen/clothing: added "stopgap" twist setup to jumpers, shirts, and shoes
Citizen/clothing: added "stopgap" twist setup to jackets (testing with this one is parts of the prefab really need to be disabled situationally; if the build server doesn't throw up an error on content compile, then we're good)
Citizen/clothing: added "stopgap" twist setup to gloves
Citizen/clothing: added "stopgap" twist setup to dresses
Citizen: updated the "stopgap" VMDL prefab that should be applied on models with the old Citizen skeleton & merged the two into one (because when flattened, they auto-sort into the proper categories)
Citizen: updated skeleton & twist helpers to use the "containerized" setup seen in the Humans rig + improved behaviour of procedural constraints
This greatly improves the way limbs behave when squashing and stretching, especially when using the height_scale feature, and most notably their upper parts, which were unable to do so properly before.
**IMPORTANT:** this doesn't "break" old VMDLs, because the new twist bones are named differently (previously "twist", now "twist0" & "twist1"). So there is a sort of barebones level of "retrocompatibility". However, it does mean that the old bones will stop twisting. The ideal solution is to fix your clothing items etc. to use the new bone names & transforms, *BUT* as an easy stopgap solution, you can import a prefab onto older VMDLs (like clothing items) which contains the old constraints, and they will run inside that VMDL, separately. (This does mean they won't benefit from the improved squash/stretch, but it will at least keep the helpers running as they did.)
There will also be a minor skinning update in not too long to push this to be as good as possible.
Citizen: disabled IKChain_Old nodes, which were causing issues with Active Sequence Bounds.
All existing animgraph nodes are referencing the newer IK chains anyway (or if I missed some, they should be, anyway)
Citizen: in preparation for minor rig update, 2 VMDL prefabs for inclusion in clothing items so that they can easily retain the functionality of the old twist helper setup
Citizen/animgraph: added an overhead pose to holditem (set holdtype_pose=5)
Citizen: added a fourth, head-only LOD level (see commit comments)
Head_LOD4 further reduces the tris count, but most importantly completely removes the eyes. This means one less material called, which, in turn, means one less draw call per character at very long distances.