896 Commits over 1,126 Days - 0.03cph!
FPArms: punching idle layer + improvements to skinning around the thenar webbing and the wrist
FPArms: improvements to skinning and triangulation around the metacarpophalangeal joints
Merge branch 'master' of sbox
Citizen+FPArms source updates
FPArms: animated twist bones demo
FPArms: updated AO proxies, hitboxes, & anim constraints (+ moved the latter two into prefabs)
FPArms: new forearm twist setup, moved BoneMarkupList to a prefab
FPArms: updates to skinning (wrist/thumb) and skeleton (thumb)
FPArms: added AO proxies autogenerated from hitboxes
FPArms: debug poses and updated constraints
FPArms: fixed incorrect arm_upper_R rotation axises, added hitbox capsules
FPArms: helper constraints
Citizen: re-enabled elbow_R helper constraint which had been accidentally disabled
First-person arms initial commit
Merge branch 'master' of sbox
Citizen/animgraph: added flailing while airborne
Citizen/animgraph: pose/jump/land updates
Merge branch 'master' of sbox
Citizen/animgraph: updated jump animation + other tweaks/fixes
Citizen/animgraph: updated landing
Citizen/animgraph: airborne side selector
(During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes)
Citizen/animgraph: updated jump anim and airborne poses+blends
Citizen/animgraph: updated Jump anim
Citizen/animgraph: must have been airborne for 150ms or longer for landing anim to be playable
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses
Merge branch 'master' of sbox
Straight Down aim matrix experimentation
Merge branch 'master' of sbox
Citizen/animgraph: unhooked new Choice node as it's causing a strange, menu-only animation playback bug
Citizen/animgraph: VR fully overrides arms + voice float + etc.
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
Citizen/animgraph: changed skid bounds from 400 to 650
Citizen/animgraph: skid experiment
Updated sideman world model
Updated blaster world model
Merge branch 'main' of sbox-hover
Removed silencer from sideman first-person model
Swapped scope on blaster first-person model + ran asset cleanup
Citizen/animgraph: post-jump airborne state now has a 1D Blend based on vertical velocity (move_z). First pass
On-the-fly delta compositing for melee_punch
Citizen right punch animation (complete)
More progress on punch anim
Preparing more punch stuff in the animgraph
WIP right melee_punch attack animation
Citizen/animgraph: more work on melee_fists
Citizen/animgraph: progress on melee_punch + holdtype_attack parameter now starts at 0 instead of 1 (this is how you know I'm not a programmer)
Deleting unintentional duplicate file
Updated temp_punch
Brought Terry to an ophthalmologist and got treatment for their lazy eye
Citizen: updated move_RH/move_LH weightlists
Merge branch 'master' of sbox-game
Added temporary punch first-person model/anims