673 Commits over 1,430 Days - 0.02cph!
Citizen/animgraph: similar to the first-person v_spaghellim4, here's a new way to handle shotgun reloads. b_reloading toggles the "reloading stance" (parameter does NOT auto-reset), then b_reloading_insert (parameter that DOES auto-reset) can be fired for every shell insertion.
https://files.facepunch.com/maxlebled/1b1411b1/2025-03-14%2001-26-30.mp4
FPArms: punching animgraph now uses the same b_deploy_skip behaviour as other weapons
FPArms: add first_person_arms_throwables.vanmgrph
FPArms: fixed Shared_Fire_Rifle_01_delta (specifically!) not turning into an additive despite being told to, and disobeying without even having the decency to throw a warning or an error in the logs, giving rifle weapon meshes a 1/10th chance to randomly explode when firing
FPArms: make the other shared fire delta anims subtract from their last frame instead of their first
FPArms: add shared fire rifle delta animations
FPArms: add Shared_Deploy_Rifle
Update first_person_arms_adjustments.vsubgrph
FPArms: add Reduce_WeaponRoot_50 weightlist
Citizen/humans: couple of minor fixes (sprint input framerates, noclip start delta fix on humans)
First person: move FireModeSelectAnim weightlists into prefabs
Humans/animgraph: added Sprint_NW & Sprint_NE
Humans: small tweak to Sprint_N + export the copy of the graph assigned to Humans
Humans/animgraph: added Sprint_N (+ temp derived NE/NW)
Delete citizen_2023-03-06.fbx
Humans: improved WalkFast_N
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
Citizen/animgraph: fixed broken crouch states (oops)
Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work.
Humans: convert Citizen animations on the ModelDoc side rather than graph side
Humans: port over more animations from the Citizen set
Citizen/animgraph: added 'static_pose' int parameter — set to '1' to display the A-pose but with open eyes. To be used when rendering item thumbnails.
Humans: added CrouchWalk_E & CrouchWalk_W
Humans: disabled AO proxy nodes now that AO proxy support has been removed
Citizen/animgraph: tweaked wish-based locomotion layers to account for the new usage of the skid layer
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph
Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive.
Citizen: disabled AO proxy nodes now that AO proxy support has been removed
Humans: skinning updates
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Humans: added citizen_human_female_staging.vmdl
Humans: copy ring fingers onto pinky fingers while we're still reusing Citizen animations — avoids the "tea cup" look
Humans: added CrouchWalk_S
Humans: improved CrouchWalk_N (and increased its speed to 85 u/s)
Humans: add menu anims (same as Citizen)
Humans: added Run_S & Run_W
Humans: recover deleted staging files
Recovered 2 files that were deleted by commit 1d291f07bb4f2bb4bfec48765b2d640894441796
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
Citizen/animgraph: added b_firstperson parameter; intended to be used when showing the body in first-person view while looking down
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
Citizen/animgraph: improve look & feel of turning while moving
https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement)
Humans: brand-new data sets for hitboxes, physics joints, and physics shapes + improved WalkFast_E + added WalkFast_W
https://files.facepunch.com/maxlebled/1b3111b1/2024-10-31%2001-49-11.mp4
Humans: reworked WalkFast_N
Humans: fixed compile errors
Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
Humans: remove animation-processing VMDL prefab instances living under currently disabled nodes, to work around issue #1681
Humans: added WalkFast_E + NE/SE (roughs)
Citizen/animgraph: make scale_height not bouncy anymore
Humans: hook up an extremely basic animgraph so the model stops exploding if you try to use it