886 Commits over 1,096 Days - 0.03cph!
FPArms: shadow-blocker mesh prototype (kept disabled for now)
Citizen/animgraph: bits of layout cleanup & rewrote some comment boxes
v_usp: set noise idle layer to 9 fps playback instead of 10 so that it desyncs over time with the breathe idle layer
v_mp5: implemented ironsights (see commit comment)
Ironsights can be either code-driven or mostly animation-driven:
• "ironsights" enum, default 0. If set to 1, will trigger the different layers and behaviours required, but will not offset the weapon. Consider it to be a "do the offset yourself" mode. 2 and above will match the different attachments available on the weapon.
• "ironsight_fire_scale" float, ranges from 0 to 1, default 0.5. Choose how much scaling down to apply to the firing recoil animations while in any ironsights mode.
Citizen/animgraph: changed the facial idle noise layer so that it won't part the lips anymore + other small layout/comment improvements
Citizen/animgraph: improvements on scale_height subgraph (much more readable layout, added safeguard against duck corrective in special movement states)
Animgraph/tutorials: added file on transition orders
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
Animgraph tutorials: added new file on reset signals
Citizen/animgraph: improved the Slide special movement state through the use of nested state machines + fun partial re-use of the Roll Exit anims for it + fixed head bug in the Roll state
Citizen/animgraph: use idle layer instead of static frame when slide move_groundspeed=0
Animgraph tutorials: layout changes & readability improvements to account for QT screen scale shenanigans (😒)
Update tutorial_02_basic_principles.vanmgrph
Added five tutorial graphs under /game/core/animgraphs -- more to come!
Citizen: disabled viseme prefab by default
Citizen: added debug_animation_scaling anim
v_mp5: added (rough) holster animation
w_mp5: adjusted hold position
FPArms: minor cleanup in punching animgraph
v_usp: first pass at implementing jump/airborne/land movement states
v_usp: bit of polish on reload & deploy animations
v_usp: improve 2H_Deploy_Safety camera
v_usp: don't blank out the left arm of fire additives if two-handed
v_usp: added different fire animations for two-handed
v_usp: renamed all animations to be consistent with the naming scheme in Citizen ("1H/2H" goes first)
v_mp5: improved the look of firing by adding new animations, updating existing ones, and making the hold layer a bouncy spring
w_mp5: physics shapes + quick AO proxies
w_mp5: bone & attachments
Typo fix in asset.party package publish successful
v_usp: changed on-screen position to be a bit closer, higher, and a slight roll to the left. Also fixed bones for IK intermediaries in animations
v_mp5: deploy & reload animations + animgraph
v_usp: fix reload's left hand having a bit of jank if you fired & reloaded immediately
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
v_mp5: initial animation commit
v_usp: fixed twist constraints missing
FPArms: added new debug animations for twist constraints, moved debug anims into prefab
Citizen: added visemes animation prefab containing a set of viseme morph frames
v_usp: move reloading states into their own sub-state machine, make fire additives with a separately timed reload interruption
Update first_person_arms_punching.vanmgrph_c
v_toolgun: latest blockout
v_usp: new animations, + animated camera rotation scales down with movement speed (down to 50% at 100 u/s)