896 Commits over 1,126 Days - 0.03cph!
Applied UV fix to Citizen LOD0
Citizen: updated skinning on LOD0
This fixes almost every single tiny thing that had come to bother me over the past 12 months of posing & animating this character. There are currently a couple of tiny issues that have cropped up with the head mesh, we're looking into them. I'm pushing this part now so that you don't have to keep seeing a seam.
Citizen: updated meshes for LOD levels 1/2/3 with new skinning pass
Citizen: LOD levels 2/3 don't cull elbow & knee helpers anymore
Citizen skinning update source files
Citizen: new skinning pass (torso, pelvis, kneecaps, elbows)
Improvements around the pelvis-to-legs, pelvis-to-spine, and spine-to-neck areas. General softening of the torso. Slight topology changes around the kneecap and elbow helpers to improve volume retention further. (LOD0 only for now.)
Citizen/animgraph: updated Pistol_2H_Pose_Crouching_01
Citizen/animgraph: updated attachments & small graph updates
Set physics substeps to 4, to prevent ragdoll "stretching" issues
Readded zombie attack facial expressions
Better handling of reload/lower_weapon states
Rescaled locomotion speeds so that the character takes longer, slower strides, instead of equally-fast but small strides
Increased number of physics substeps
Adding a bit of graph-side damping to 1D move_groundspeed values
Animation improvements (part 2)
Modulating walks by move_groundspeed
Zombie animgraph fixes (IK disable, walk fixes)
Zombie attack/idle/walk selectors
Barebones gutted animgraph for the zombies (not very functional yet)
Zombie animations
Merge branch 'main' of HackWeek_TerryHorror
Fixed forked material paths
Update citizen_horror_fork.vanmgrph
Moved citizen fork to avoid asset stomp & implemented b_weapon_lower on pistol holdtype
Commit of current Citizen sources to do a fork on this hack week gamemode
100 brand-new announcer voice lines (recorded with love)
Citizen/animgraph: fixed NoclipStart state
Citizen/animgraph: greatly simplified the graph around the central poses & center delta
Through eliminating a couple of redundancies and some reorganization, it's a lot easier to wrap your head around now. The idle breathing is now fully independent instead of sometimes being "global" and sometimes not; oddities with this will be smoothed out later.
Citizen/animgraph: moved facial animation to a subgraph + more cleanup
Citizen/animgraph: big restructuring update
The graph structure should be a lot clearer to read and understand now.
Army Jacket skinning pass
Citizen/animgraph: some reorg & added left 90° shuffling (not working in-game yet)
Cargo pants skinning pass
Hawaiian shirt skinning pass
Citizen/animgraph: updated Rifle/SMG branch to use new deploys & fix IK
(Also fixed a weightlist error.)
Merge branch 'master' of sbox
Citizen/animgraph: added aim pitch component for movement animations
See comments inside the animgraph group for thorough explanation.
Citizen/animgraph: bunch of updates
Implemented the new b_deploy parameter on the Pistol branch, renamed draw anims to deploy, & various other little tidbits
Citizen: fixed physics joints (ragdoll) after ScaleAndMirror fixes
Citizen: additional fix on the physics joints for the legs
Citizen: recompiled AO proxies
Citizen: AO proxies are now scaled correctly following ScaleAndMirror fix
Merge branch 'master' of sbox
Citizen: HitboxSetList is now scaled correctly following ScaleAndMirror fix
Citizen/animgraph: idle optimizations
Added the previously on-the-fly variants of the idle additive as "pre-made" animations. This reduces the overall number of nodes & animation fetches.
Citizen/animgraph: hooked up swimming idle anim
Citizen: fixed LOD3 eyes + more animgraph comments
Citizen/animgraph: added new parameters