userMaxime Lebledcancel

891 Commits over 1,096 Days - 0.03cph!

5 Months Ago
Citizen: polish Land_Crouching a bit
5 Months Ago
Citizen/animgraph: rip out the Selector node that oversees move_style, and replace it by a State Machine implementation; solves a moderate animation snap if you go from idle to full-on sprint, and also safeguards against repeated large snaps if tapping SHIFT
5 Months Ago
Citizen/animgraph: improve jump SM logic + make wish-based airborne flail fade in over 500ms (this leaves the visuals after jump almost unaffected while letting non-jump scenarios like "running off a cliff" look & feel better) + move its 1D blend slightly downstream (this prevents the non-wish flail and the wish flail from competing, and they run out of phase sync so that could look terrible)
5 Months Ago
Citizen: improved Land_Standing_Movement_[E/W]
5 Months Ago
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
5 Months Ago
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
5 Months Ago
Model Viewer: expand the character controller scene so I can better gauge movement
5 Months Ago
Citizen: one last pass at the airborne flailing (tweaked hands/fingers, added head motion because I'd forgotten, and offset the loop start point)
5 Months Ago
Citizen: improve airborne flailing (legs move more, and line up better with the direction input)
5 Months Ago
Citizen/animgraph: improved Land_Standing_Movement_S
5 Months Ago
Citizen: perform a post-motion-extraction offset on the sprint anims, to get the center-of-mass & pivot point feel better during turns, and blending in general
5 Months Ago
Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations
5 Months Ago
Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files
5 Months Ago
Citizen/animgraph: tie the new airborne flailing to wish_groundspeed
5 Months Ago
Citizen/animgraph: added better airborne flailing + fixed airborne-ground-airborne jank protection using a timeout of 1000ms instead of 100ms
5 Months Ago
Citizen/animgraph: added Sprint_NW
5 Months Ago
Citizen/animgraph: added Sprint_NE + other misc. small tweaks
5 Months Ago
Citizen/animgraph: reverse the orders of "lock when waned" in the landing animation groups
5 Months Ago
Citizen: reduced the lean in the sprint forwards animation clip by ~20 degrees
5 Months Ago
Citizen/animgraph: expanded landing animations (new crouching & movement-specific behaviours), + big improvements to blending out of landing
5 Months Ago
Citizen/animgraph: improved sprinting animation & handling of the locomotion 'wish' layer
5 Months Ago
Citizen/animgraph: further improved the lean layer, especially when holding a weapon Head look adjustments forthcoming still. https://files.facepunch.com/maxlebled/1b1711b1/2023-11-17%2017-35-37.mp4
5 Months Ago
Citizen/animgraph: rework input-based lean layers The upper body lean component now works much better, and is nicely staggered with the additive pelvis position component. A copy of the system, with different settings, is now applied while crouching, which improves settling back to idle. The upper body bit is still a bit hacky due to the lack of model-space additive support, but this works OK enough for now. The entire system is composited in *before* the "center delta" system, so it can't stomp any non-default idle poses anymore. https://files.facepunch.com/maxlebled/1b1611b1/2023-11-16%2021-41-22.mp4
6 Months Ago
Citizen/animgraph: re-added 2X walks to the 2D blendspace, made them use new fast walks where currently applicable, and renamed "Walk_[direction]_2X" to "Walk2X_[direction]" for consistency
6 Months Ago
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
6 Months Ago
Citizen/animgraph: added experimental Sprint_N animation (doesn't play nice with compositing yet)
6 Months Ago
Citizen/animgraph: lowered distance of strides in WalkFast_E/N, reining in the look of the legs especially once other layers contribute to the pose
6 Months Ago
Citizen/animgraph: added WalkFast_E/NE & updated S
6 Months Ago
Citizen: updated WalkFast_N
6 Months Ago
Citizen/animgraph: fixed foot IK parameters also affecting hands
6 Months Ago
Citizen/animgraph: new parameters for "manual" / code-side IK, removed b_vr
6 Months Ago
FPArms: another pass at movement anims
6 Months Ago
FPArms: camera is now handled separately on a different path & made additive so that simultaneous jump/land/airborne + attack anims don't stomp each other unpleasantly
6 Months Ago
Citizen: move foot attachments into prefab
6 Months Ago
FPArms: updated weightlists FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
6 Months Ago
Fix .gitignore wildcard that should have been *.*_c instead of *_c & restore the few assets caught by the former
6 Months Ago
Revert "Remove all vmat_c files from repo" This reverts commit 78190dfd8e5471286d0142df92a07cd8d3968e14.
6 Months Ago
Remove all vmat_c files from repo
6 Months Ago
Exclude .mayaSwatches from main repository too
6 Months Ago
Remove all compiled content that is now excluded by .gitignore
6 Months Ago
.gitignore: ignore all compiled content except shaders
6 Months Ago
.gitignore: ignore all compiled content except shaders
7 Months Ago
Weapons: sync with changes
7 Months Ago
FPArms: update shared sprint anim
7 Months Ago
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
7 Months Ago
Weapons: remove HoldAdjustment_ parameters from all animgraphs
7 Months Ago
v_mp5/v_usp: sync up with recent changes
7 Months Ago
FPArms: add sprinting anim to punching animgraph
7 Months Ago
FPArms: remove hold adjustment sequences from adjustment prefab
7 Months Ago
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims