userMaxime Lebledcancel

995 Commits over 1,279 Days - 0.03cph!

Yesterday
Citizen/animgraph: make scale_height not bouncy anymore
7 Days Ago
Weapon .meta files
7 Days Ago
v_m700: initial first-person setup (including animgraph)
11 Days Ago
Humans: hook up an extremely basic animgraph so the model stops exploding if you try to use it
11 Days Ago
Human: normalize movement animation root speed to 80 u/s across animations + lower new constraint weights slightly
11 Days Ago
Humans: improved existing movement animations
12 Days Ago
v_spaghellim4: make the initial arc of the deploy animation nicer
13 Days Ago
Fixed handling of sprint-suppressing Tag on v_m4a1, v_usp, v_spaghellim4, v_mp5: the Tag now gets properly caught when the animgraph initializes, by enforcing a one-time 50ms delay in relevant state machines. Also harmonized some logic across graphs.
13 Days Ago
v_spaghellim4: added new deploy animation
16 Days Ago
Humans: same fix as Citizen + lower the weight of ShoulderToBicep constraints to account for the "bicep bulges" contributing to the situation... and also because it just looks better
16 Days Ago
Citizen: fixed incorrectly nested nodes in the AnimConstraintList prefab because ModelDoc doesn't know how to properly manage a folder of nodes being drag-and-dropped between VMDLs and prefabs
17 Days Ago
Batch-committing all changed files from change to cloud content references that now explicitly reference specific version numbers
17 Days Ago
Add new "/.sbox/" folder to .gitignore
18 Days Ago
Human: added constraints on biceps that makes the lower part of arms subtly rotate away as the arms bend, similar to what happens with legs + various misc. things (anims, fixes...) https://files.facepunch.com/maxlebled/1b3011b1/elbows.mp4
18 Days Ago
Human: lots of updates, see commit comment • 2 walk animations & default idle poses • Same prefab changes as Citizen • Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose • Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
18 Days Ago
Delete old human male.vmdl
19 Days Ago
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
22 Days Ago
Human/citizen: more "prefabization" & poor man's RBF backport to Citizen
23 Days Ago
Humans: added a "poor man's RBF" constraint setup which pushes out elbow & kneecap helpers outwards a bit as arms/legs rotate, which helps volume preservation
26 Days Ago
Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
29 Days Ago
Human: removed Rust animations
29 Days Ago
Human: move staging to main
31 Days Ago
Human: more skinning tweaks
32 Days Ago
Human: more skinning adjustments, implemented elbow/knee helpers
35 Days Ago
Humans: updated rig, polished skinning, forked off most VMDL prefabs
38 Days Ago
Citizen: added "blink" pose parameter + "Eyes_1D" sequence
46 Days Ago
Humans: actually link the staging animgraph
46 Days Ago
Humans: v2 staging VMDL & animgraph
2 Months Ago
Added hold_R bone to sword.vmdl
2 Months Ago
Citizen/animgraph: first (very) rough draft of melee_weapons holdtype + a couple of minor fixes
2 Months Ago
Citizen: fixed accidental FBM embedding of Citizen textures in an exported mocap take file, which was causing ModelDoc to extract the folder every time it compiled the VMDL
2 Months Ago
Citizen/animgraph: added experimental dota-style turn poses. Disabled for now because the parameter is not working correctly in-game and I don't have any way of troubleshooting it
2 Months Ago
Citizen/animgraph: tweaked the upper body lean layer poses to account for the change to model-space additive compositing
2 Months Ago
Citizen/hackweek: animgraph implementation of prototype avatar menu animations
2 Months Ago
Citizen/hackweek: added 58 new **prototype** animations for the avatar menu + moved all menu animations into a separate folder & prefab
2 Months Ago
v_usp: fixed two-handed firing anim errors
2 Months Ago
v_spaghellim4: added fire animation & hooked up dry fire
2 Months Ago
v_m4a1: correctly bound foregrip attachments to weapon_root
3 Months Ago
v_spaghellim4: added VMDL & animgraph metadata related to showing/hiding shells bodygroup
3 Months Ago
Citizen: re-enabled upper body component of the lean layer
3 Months Ago
v_spaghellim4: 'first shell reload' animation + added support for 'classic' b_reload https://files.facepunch.com/maxlebled/1b0211b1/sbox-dev_2024-08-02_03-19-43.mp4
3 Months Ago
FPArms: added "Only_Weapon_no_IK" weightlist
3 Months Ago
v_spaghellim4: new animations & base animgraph
3 Months Ago
v_usp: fixed fire animations having the hammer behaving wrong, and a little blend-out hitch (was caused by fire anims being turned into self-referential additives as opposed to referencing the base idle poses)
4 Months Ago
All first-person weapons: implemented b_deploy_skip on remaining graphs, disabled Auto Reset on that parameter
4 Months Ago
v_m4a1: added "bayonet" bodygroup
4 Months Ago
v_trenchknife: added "weapon" bodygroup (set to 1 to hide) v_mp9bayonet: added weapon_root bone for v_trenchknife compatibility
4 Months Ago
All first-person weapons: overhauled jump/land/airborne logic (jump is now handled completely separately from the rest and can be triggered at any time if you so wish) + turned that group into a subgraph
4 Months Ago
FPArms: shared jump/land/airborne subgraph + fixed _delta missing from some shared names
4 Months Ago
All first-person animgraphs: more replication of newly-updated shared components