1,013 Commits over 1,310 Days - 0.03cph!
Citizen/animgraph: tweaked the upper body lean layer poses to account for the change to model-space additive compositing
Citizen/hackweek: animgraph implementation of prototype avatar menu animations
Citizen/hackweek: added 58 new **prototype** animations for the avatar menu + moved all menu animations into a separate folder & prefab
v_usp: fixed two-handed firing anim errors
v_spaghellim4: added fire animation & hooked up dry fire
v_m4a1: correctly bound foregrip attachments to weapon_root
v_spaghellim4: added VMDL & animgraph metadata related to showing/hiding shells bodygroup
Citizen: re-enabled upper body component of the lean layer
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
FPArms: added "Only_Weapon_no_IK" weightlist
v_spaghellim4: new animations & base animgraph
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)
All first-person weapons: implemented b_deploy_skip on remaining graphs, disabled Auto Reset on that parameter
v_m4a1: added "bayonet" bodygroup
v_trenchknife: added "weapon" bodygroup (set to 1 to hide)
v_mp9bayonet: added weapon_root bone for v_trenchknife compatibility
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
FPArms: shared jump/land/airborne subgraph + fixed _delta missing from some shared names
All first-person animgraphs: more replication of newly-updated shared components
FPArms: move_groundspeed to move_bob (0,1)
All first-person animgraphs: fixed accidental 1001 instead of 1 on move_bob + removed 2nd setting on ironsights (it's now either disabled or enabled... but it's still an int)
v_m4a1: parameter rename & update to latestversion of jump/airborne/land group
v_spaghellim4: update to new version of jump/airborne/land group
v_spaghellim4: move_groundspeed to move_bob
v_m4a1: update shared airborne reference
v_usp: big rework of just about everything (added ironsights, improved animgraph bits ported over from other graphs, improvements to existing animations, changed idle poses).
v_mp5: overhauled jump/airborne/land logic & animations (coming from a pending USP rework, which itself grabbed bits from the Citizen graph... reduce, reuse, recycle, etc.)
FPArms: improved shared jump/airborne/land animations
v_mp5: rename move_groundspeed (which controls the run/sprint movement additives) to move_bob, and it's now a 0-1 float instead of a previously arbitrary 0-100
v_m4a1: small fix to temp reused deploy
v_m4a1: synced up with MP5 changes
v_mp5: rename Idle to IdlePose to be consistent with Citizen
v_mp5: adjusted ironsights pose & blend timings + slight adjustments to fire anims
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
FPArms: genericized versions of new ironsight additive animations for the shared library
v_mp5: completely reworked state machines for triggering additive transitions (sprint & ironsights); the additives now always play correctly (and completely snap-free regardless of mashing) when their related poses are disabled by Tags, without any weird special case handling + holstering while sprinting doesn't clip into the camera anymore
v_mp5: reworked ironsight animations + changed ironsights pose
https://files.facepunch.com/maxlebled/1b1511b1/sbox-dev_2024-06-15_01-07-07.mp4
v_mp5: reworked sprint group logic, greatly simplified it while solving remaining problems + made additive transitions work with tag-triggered transitions again + additive transitions are weakened to 20% while in ironsights
Update test animgraph for model-space additives
Citizen: add model-space versions of additive idle aim matrices
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
Citizen/animgraph: improved scale_height parameter (see commit comments)
• tweaked input poses, especially the tall one (5% less legs, 5% more torso & arms)
• tweaked stride scaling: from 0,1,2 to -1,1,3 (this lets short characters cover much more ground, and helps prevent IK pops on tall characters)
• added a new weighted constraint to the procedural neck_clothing bone so that it won't flip anymore on extremely short characters (with e.g. jumpsuit outfit)
• scaling your height is now bouncy because it looks fun: https://files.facepunch.com/maxlebled/1b1111b1/sbox-dev_2024-06-11_11-58-31.mp4
Example graph for model-space additive blending implementation
... and also v_crowbar, which I forgot existed
All first-person weapons: changes integrating new sprint animations
FPArms: new shared sprint in/out additive transitions
v_usp: various changes, see commit comment
• same state machine logic improvements recently made to v_mp5
• sprint now has additive in/out transitions
• moved holster animation earlier in the chain of modules so it can get affected by movement & aim additives
• removed obsolete explicit references to the MP5 sources that were made before shared animations were standardised
v_mp5: set b_deploy_skip back to off by default (oops)
FPArms: added shared ironsights animations
v_mp5: improved various state machines in the ironsight & sprint managers so that transition anims don't play by default when the animgraph first initializes
v_mp5: various changes, see commit comments
• 'b_deploy' is now 'b_deploy_skip' and has the opposite behaviour
• reworked knob manager logic to work around the unfortunate fact that animgraph has a 1-tick delay on properly reading tags 😭
• reworked sprint pose manager logic so that the graph doesn't always start in an on-off pose transition
• updated idle pose to take less screen space
• fixed idle pose having a 0.1 degree rotation offset on the camera & having wrong frame count
• small improvements to reload animations
v_spaghellim4: rigged the shotgun up, added animatable shell meshes for future reload animation(s)
Set b_deploy_new & b_throw as auto reset
Actually implement b_deploy_skip