1,075 Commits over 1,430 Days - 0.03cph!
v_recoillessrifle: VMDL & animgraph setup
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v_m4a1: rename Fire_Trigger to Trigger_Fire for consistently with Toolgun, + fix timing info from wrong child in dry attack fire
Citizen/animgraph: similar to the first-person v_spaghellim4, here's a new way to handle shotgun reloads. b_reloading toggles the "reloading stance" (parameter does NOT auto-reset), then b_reloading_insert (parameter that DOES auto-reset) can be fired for every shell insertion.
https://files.facepunch.com/maxlebled/1b1411b1/2025-03-14%2001-26-30.mp4
v_gluon_gun: hook up attack_hold to the usual kickback, but stronger, and integrate shake
v_gluon_gun: basic viewmodel setup
FPArms: punching animgraph now uses the same b_deploy_skip behaviour as other weapons
FPArms: add first_person_arms_throwables.vanmgrph
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v_m4a1: trigger, trigger finger, and bolt now animate when firing + improve camera positional animation during Deploy
FPArms: fixed Shared_Fire_Rifle_01_delta (specifically!) not turning into an additive despite being told to, and disobeying without even having the decency to throw a warning or an error in the logs, giving rifle weapon meshes a 1/10th chance to randomly explode when firing
FPArms: make the other shared fire delta anims subtract from their last frame instead of their first
FPArms: add shared fire rifle delta animations
v_mp5: fire additives subtract from their last frame instead of their first frame. This is because the first (0th, really) frame already has the finger pressing on the trigger... exploiting how, in the animgraph, the fire anims blend in over 2ms, meaning the action is instant instead of a full animation frame (33ms)
v_m700: use Shared_Deploy_Rifle
FPArms: add Shared_Deploy_Rifle
v_trenchknife: rename Idle to IdlePose for consistency + implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_crowbar: rename Idle to IdlePose for consistency + implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_m700: implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_usp: implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_mp5: implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_spaghellim4: implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_m4a1: add Deploy & Deploy_Slide animations, implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_m700: added speed_reload and speed_ironsights float parameters
v_mp5: added speed_reload and speed_ironsights float parameters
v_spaghellim4: also change the condition to cycle-based if using b_reload while b_empty=true
v_spaghellim4: added speed_reload and speed_ironsights float parameters + make b_reload timings based on cycle progress instead of absolute time (which unfortunately does not get scaled by the speed node even though blend times do...?!)
https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2014-26-16.mp4
v_usp: added speed_reload and speed_ironsights float parameters
Update first_person_arms_adjustments.vsubgrph
v_m4a1: added speed_reload and speed_ironsights float parameters
https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2013-13-54.mp4
v_usp: make the 'Slide Manager' animgraph group less specific so I can drag it to other weapons more easily
v_mp5/v_m4a1: the first shot you fire doesn't use the new 50/50 system anymore, making it look more unique; a shot is considered first if you haven't fired in the last 1000ms
v_m4a1: fix stock_pin and stock_lever being parented to weapon_root instead of stock
All weapons: renamed a couple of Tags for clarity
v_mp5: apply the new fire animation method (see previous commit)
v_m4a1: rework how fire animations are played. Instead of alternating between picking between 01-05 then 06-09, add two separate randomized (WeightedRandomNoRepeat) animations from the *entire* set together, then halve the result. This results in a much more natural-looking "animated recoil pattern" with no visible repeats
FPArms: add Reduce_WeaponRoot_50 weightlist
v_m4a1: added new bespoke animations (except deploy/holster). Added weapon_pose enum parameter for adjusting hand pose when handguard covers are enabled (uses a Tag to disable itself during parts of certain animations)
Citizen/humans: couple of minor fixes (sprint input framerates, noclip start delta fix on humans)
First person: move FireModeSelectAnim weightlists into prefabs
Humans/animgraph: added Sprint_NW & Sprint_NE
Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans
Humans/animgraph: added Sprint_N (+ temp derived NE/NW)
Delete citizen_2023-03-06.fbx
Humans: improved WalkFast_N
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants