658 Commits over 1,340 Days - 0.02cph!
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'
Fixed chest bodygroup name
Jump & land animations + changed bindPose to have root_ik Z=0
Updated N/NE/E/SE/S walks
Refined AO capsules + individual finger ones
Merge branch 'citizenv2' of sbox into citizenv2
Working IK on the legs, animgraph updates, fixed look chains, etc.
Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats
Implemented noclip in/out transition states
Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive
More puzzling animgraph shenanigans
Citizen V2: animgraph work, AO proxy data
Citizen V2: noclip idle animation
Citizen V2: pose & attack for SMG/Pistol/Shotgun + misc.
(corresponding changes to weapon "world models" aren't committed yet to not break V1)
Citizen V2: pelvis-to-thigh twist procedural helper constraints + SMG hold pose
Merge branch 'master' of sbox
Citizen V2 progress
Polished N walk / N crouch-walk, pistol & sit poses, fixed rust_pistol (but not committing that one yet to not break the existing V1 citizen), other misc. stuff
Citizen V2: new IK chains + minor skinning fixes
(Animations not yet updated to hold IK data on the new bones.)
Citizen V2: rough 9-way crouch-walk + blendspace
Citizen V2: rough 9-way walk + blendspace
Merge branch 'master' of sbox
Citizen V2 bodygroups support