616 Commits over 1,430 Days - 0.02cph!
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
Animgraph tutorials: added new file on reset signals
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
Citizen/animgraph: use idle layer instead of static frame when slide move_groundspeed=0
Animgraph tutorials: layout changes & readability improvements to account for QT screen scale shenanigans (😒)
Update tutorial_02_basic_principles.vanmgrph
Added five tutorial graphs under /game/core/animgraphs -- more to come!
Citizen: disabled viseme prefab by default
Citizen: added debug_animation_scaling anim
FPArms: minor cleanup in punching animgraph
Typo fix in asset.party package publish successful
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
FPArms: added new debug animations for twist constraints, moved debug anims into prefab
Citizen: added visemes animation prefab containing a set of viseme morph frames
Update first_person_arms_punching.vanmgrph_c
FPArms: move_groundspeed min/max to -1000,1000
FPArms: hack workaround to share all parameters through the adjustments subgraph. Unfortunately this does not work with bools or enums :(
Citizen/animgraph: further protect against movement hitches by blocking reset signals to the pelvis lean additive node + updated comments
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.
Citizen/animgraph: your input direction is now visually reflected when airborne
https://files.facepunch.com/maxlebled/1b0711b1/airborne_wish_lean.webm
Update first_person_arms_adjustments.vsubgrph
FPArms/Punching: prefix all bool parameters with b_ like in the Citizen graph
Citizen/animgraph: enabled bouncyspring on pelvis lean additive
Animgraph spring demo graph/vmdl
Citizen/animgraph: set voice parameter back to predicted
Citizen/animgraph: set voice parameter to not be predicted
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
FPArms: keep AO proxies disabled by default
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