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569 Commits over 1,005 Days - 0.02cph!

4 Months Ago
Citizen/animgraph: added Sprint_NW
4 Months Ago
Citizen/animgraph: added Sprint_NE + other misc. small tweaks
4 Months Ago
Citizen/animgraph: reverse the orders of "lock when waned" in the landing animation groups
4 Months Ago
Citizen: reduced the lean in the sprint forwards animation clip by ~20 degrees
4 Months Ago
Citizen/animgraph: expanded landing animations (new crouching & movement-specific behaviours), + big improvements to blending out of landing
4 Months Ago
Citizen/animgraph: improved sprinting animation & handling of the locomotion 'wish' layer
4 Months Ago
Citizen/animgraph: further improved the lean layer, especially when holding a weapon Head look adjustments forthcoming still. https://files.facepunch.com/maxlebled/1b1711b1/2023-11-17%2017-35-37.mp4
4 Months Ago
Citizen/animgraph: rework input-based lean layers The upper body lean component now works much better, and is nicely staggered with the additive pelvis position component. A copy of the system, with different settings, is now applied while crouching, which improves settling back to idle. The upper body bit is still a bit hacky due to the lack of model-space additive support, but this works OK enough for now. The entire system is composited in *before* the "center delta" system, so it can't stomp any non-default idle poses anymore. https://files.facepunch.com/maxlebled/1b1611b1/2023-11-16%2021-41-22.mp4
5 Months Ago
Citizen/animgraph: re-added 2X walks to the 2D blendspace, made them use new fast walks where currently applicable, and renamed "Walk_[direction]_2X" to "Walk2X_[direction]" for consistency
5 Months Ago
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
5 Months Ago
Citizen/animgraph: added experimental Sprint_N animation (doesn't play nice with compositing yet)
5 Months Ago
Citizen/animgraph: lowered distance of strides in WalkFast_E/N, reining in the look of the legs especially once other layers contribute to the pose
5 Months Ago
Citizen/animgraph: added WalkFast_E/NE & updated S
5 Months Ago
Citizen: updated WalkFast_N
5 Months Ago
Citizen/animgraph: fixed foot IK parameters also affecting hands
5 Months Ago
Citizen/animgraph: new parameters for "manual" / code-side IK, removed b_vr
5 Months Ago
FPArms: another pass at movement anims
5 Months Ago
FPArms: camera is now handled separately on a different path & made additive so that simultaneous jump/land/airborne + attack anims don't stomp each other unpleasantly
5 Months Ago
Citizen: move foot attachments into prefab
5 Months Ago
FPArms: updated weightlists FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
5 Months Ago
Revert "Remove all vmat_c files from repo" This reverts commit 78190dfd8e5471286d0142df92a07cd8d3968e14.
5 Months Ago
Remove all vmat_c files from repo
5 Months Ago
Exclude .mayaSwatches from main repository too
5 Months Ago
.gitignore: ignore all compiled content except shaders
6 Months Ago
FPArms: update shared sprint anim
6 Months Ago
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
6 Months Ago
FPArms: add sprinting anim to punching animgraph
6 Months Ago
FPArms: remove hold adjustment sequences from adjustment prefab
6 Months Ago
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims
6 Months Ago
FPArms: added shared holster animation
6 Months Ago
FPArms: more shared stuff Merge branch 'master' of sbox
6 Months Ago
FPArms: jump/airborne/land use shared zero reference point, added shared fire anims
6 Months Ago
FPArms: shared idlelayer uses shared zero reference point instead of other pose Merge branch 'master' of sbox
6 Months Ago
FPArms: added run/sprint & local zero reference to the shared anim prefab
6 Months Ago
FPArms: many changes involving moving stuff into the first person arms VMDL for easier sharing & genericization (see commit comment) • removed hold_* bones • added weapon_root, weapon_root_children, weapon_IK_hand_*, and hand_*_to_weapon_ikrule, following the same hierarchy as existing weapons (weapon_root is a separate root bone) • weapon_root_children is a new bone between weapon_root and the children ("trigger", "magazine", etc. and the IK bones); this is so that weightlists can be moved into the arms VMDL instead of having to be explicitly defined in each weapon. Only part-specific weightlists (e.g. "mode_selector" for the MP5 knob) need to exist as part of weapon VMDLs now. • transferred common weightlists involving weapon_root • debug gizmo meshes (reminder: they're in a bodygroup) now show the weapon IK targets & the weapon_root bone • added "shared" animationlist prefab which holds generic template anims that weapons can reuse; the goal is to make these as independent from each other as possible (no interlocking references), more to come soon
7 Months Ago
FPArms: prefab updates
7 Months Ago
Citizen/animgraph: improved jumping feel by making the body & legs lean towards the landing direction This exploits the system used to partially reflect your input while airborne, but it now *reverses it* once the initial jump impulse is over. https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2021-51-46.mp4
7 Months Ago
/core/materials/dev/ vmat_c changes
7 Months Ago
/addons/citizen/ content recompile
7 Months Ago
Citizen/animgraph: add eyebrows & beard to the graph list of bone merge models, for morph testing
7 Months Ago
Animgraph tutorials: update the interface tutorial with the new model picker
7 Months Ago
FPArms: shadow-blocker mesh prototype (kept disabled for now)
8 Months Ago
Citizen/animgraph: bits of layout cleanup & rewrote some comment boxes
8 Months Ago
Citizen/animgraph: changed the facial idle noise layer so that it won't part the lips anymore + other small layout/comment improvements
8 Months Ago
Citizen/animgraph: improvements on scale_height subgraph (much more readable layout, added safeguard against duck corrective in special movement states)
8 Months Ago
Animgraph/tutorials: added file on transition orders
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