1,013 Commits over 1,310 Days - 0.03cph!
FPArms: added basic throwable animations
Animgraph for throwables
Merge branch 'main' of sbox-hc1
Added hold_R bones to throwables (except C4)
Fix broken movement animations on M4A1 & Spaghelli M4
Add hold_R to v_he_grenade
Merge branch 'main' of sbox-hc1
v_spaghellim4: updated idle pose (again)
First person arms: various updates to prefabs + new non-weapon_root-centric shared animations (for grenades)
First person arms: bring back the hold bones for non-weapon_root-centric setups
v_spaghellim4: updated idle pose
v_m4a1: copy non-shared mode selector weightlists from MP5
v_trenchknife: asset.party metadata
v_m4a1: make temp reused MP5 reload slightly less janky by making it additive at runtime
v_m4a1: viewmodel setup + animgraph (beware of temporary jank)
https://files.facepunch.com/maxlebled/1b2411b1/sbox-dev_2024-05-24_20-01-02.png
Remove VR hand assets from "Half-Life: Alyx" & associated source files
VR hands: couple more fixes + "cylinder" poses
Update VR hands with more backported stuff & fixes + left hand model
Work-in-progress replacement for VR hands
v_crowbar: attack, deploy, holster
Update first_person_arms_adjustments.vsubgrph
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
v_crowbar: basic animated VMDL setup
Layout change missed moving these two files
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
Remove link to forum
Update README.md
Merge pull request #5401 from qxxst/main
Remove links to Facepunch Forum
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
Exaggerate rotateDifference float more
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
These two clothing icons were missed in the layout change
v_trenchknife: missing AnimConstraint prefab + integrate attack anim into animgraph
v_trenchknife: initial commit with basic animgraph
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side
https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4
Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out
Citizen/animgraph: added Swim_Up
Citizen/animgraph: updated Swim_Idle
Citizen/animgraph: change threshold for movement reset from 5 to 2 u/s
Citizen/animgraph: do some move/wish trickery to improve the look of changing direction while swimming (sort of like leaning while running)
Citizen/animgraph: added Swim_S, updated Swim_N, new Swim_Idle
Citizen: new Swim_N animation
Updated first-person weapon animgraphs
Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore
Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry)
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
Citizen/animgraph: the voice parameter now cancels out most mouth-related morphs so that the mouth is closed before the OVR lipsync operates (but some morphs can still partially leak through to retain some of the underlying expressions) + more MorphFrame expressions
Citizen: added a handful of new MorphFrame nodes for various expressions
Add game/config/input/common.json to .gitignore
Citizen: fixed the neck bone in Airborne_Flail_Movement having been pushed down due to a CAT bug