643 Commits over 1,310 Days - 0.02cph!
Road sign pole material changes (compiled)
FPArms: fixes/improvements + separated raise/holster into rightmost SM
FPArms: punching attack anims are now composited dynamically
When not idle, underlying animations can partially "leak through" for a more natural result
FPArms: animgraph update (will break; SMs not working inside groups)
FPArms: punching animgraph updates
FPArms: jumping animation
Citizen/animgraph: procedural look upper body rotation is now significantly less dampened while moving
FPArms: fixed accidental non-orthogonal scaling on index fingers + new move anim for punch set
Citizen/animgraph: fixed skid IK noise applying to duck > 1.0
Merge branch 'master' of sbox
Citizen/unicycle: fixed a couple mistakes
Citizen/unicycle: updated balance sequences
Citizen/unicycle: updated pedaling animations so that feet are always flat relative to pedals
Citizen/unicycle: added sequences for fast pedaling and leaning
Citizen: updated unicycle pedaling animation
Clothing: updated all LOD switch distances to 0/10/20/40
Clothing: updated LODs on Jeans
Citizen: added bone culling (with prefabs) to LOD 2+3
Citizen: fixed vertex normal seams on LOD3
FPArms: cleaned up materials + prefab changes + added bodygroups to hide arms / show debug gizmos for hold bones
FPArms: completed initial implementation of hold_* adj. parameters for both pos & rot
FPArms: Hold adj. pos layer translation source is now performed in parent space + condensed in one sequence
FPArms: fixed hold_L incorrect default orientation, and added XYZ gizmo teapot tester while animgraph doesn't support bonemerging models yet
FPArms: HoldAdjustment layer params + PosXYZ for RH hold
FPArms: changed PosX range to ±10 instead of ±5
Citizen/animgraph: added Idle SM to melee punch
Currently fades to a static pose if you haven't attacked/moved/crouched in the last 5 seconds. (This will change)
Citizen: separated some animation groups into their own prefabs
Citizen/animgraph: added crouch skid (powersliding) + IK-based noise when skidding
(Powersliding is north-only for now.)
Citizen: updated unicycle pedaling animation with 8% leg X scaling
Citizen: added unicycle pedaling animation (basic for now)
Citizen: first Unicycle Frenzy sequences + more animgraph comments
Citizen: added standing aim matrix to melee punch
Citizen: melee attack left animation
Citizen: updated mesh files + further optimized LOD3
Citizen: fixed LOD2/3 still having default eyebrows
Citizen/FPArms: updated animgraphs with barebones stuff for fists blocking pose
Citizen: holdtype_pose value range is now 0-8 instead of 1-8 (0 is also the new default)
Citizen: more comments, explanations, and clarifications throughout the animgraph
Citizen: added two ClothShapeList groups, upper & lower (prefabbed)
... and a quick fix to that upper prefab
FPArms: couple of quick fixes on the punching animgraph
FPArms: on punching, foundations & placeholder anims for new first-person features
Citizen: adding a couple more aim matrixes (no left-right yet)
Citizen: added a nice aim matrix to standing pistol
FPArms: added all remaining finger adjustment controls
Explicitly recompiled citizen.vmdl_c
FPArms: added parameters for left fingers & to blend either hand to neutral pose
(This would allow you to do finger adjustments on top of the bind pose if you wish, meaning you would be posing the hand entirely through parameters.)
FPArms: more finger adjustment layer stuff + fixed stray vert skinning on ring fingernail
FPArms: fixed incorrect bone markup + added example pistol mesh (rescaled)
FPArms: more work on the finger adjustment layer feature
FPArms: initial commit for base/template animgraph + adding new parameters to punching animgraph
FPArms: sequences & weightlists for finger adjustment layers + more prefabbing
FPArms: moved animations to subfolder