177 Commits over 670 Days - 0.01cph!
v_recoillessrifle: VMDL & animgraph setup
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v_m4a1: rename Fire_Trigger to Trigger_Fire for consistently with Toolgun, + fix timing info from wrong child in dry attack fire
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v_m4a1: trigger, trigger finger, and bolt now animate when firing + improve camera positional animation during Deploy
v_mp5: fire additives subtract from their last frame instead of their first frame. This is because the first (0th, really) frame already has the finger pressing on the trigger... exploiting how, in the animgraph, the fire anims blend in over 2ms, meaning the action is instant instead of a full animation frame (33ms)
v_m700: use Shared_Deploy_Rifle
v_trenchknife: rename Idle to IdlePose for consistency + implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_crowbar: rename Idle to IdlePose for consistency + implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_m700: implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_usp: implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_mp5: implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_spaghellim4: implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_m4a1: add Deploy & Deploy_Slide animations, implement speed scaling on deploy & holster (both use the same speed_deploy parameter)
v_m700: added speed_reload and speed_ironsights float parameters
v_mp5: added speed_reload and speed_ironsights float parameters
v_spaghellim4: also change the condition to cycle-based if using b_reload while b_empty=true
v_spaghellim4: added speed_reload and speed_ironsights float parameters + make b_reload timings based on cycle progress instead of absolute time (which unfortunately does not get scaled by the speed node even though blend times do...?!)
https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2014-26-16.mp4
v_usp: added speed_reload and speed_ironsights float parameters
v_m4a1: added speed_reload and speed_ironsights float parameters
https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2013-13-54.mp4
v_usp: make the 'Slide Manager' animgraph group less specific so I can drag it to other weapons more easily
v_mp5/v_m4a1: the first shot you fire doesn't use the new 50/50 system anymore, making it look more unique; a shot is considered first if you haven't fired in the last 1000ms
v_m4a1: fix stock_pin and stock_lever being parented to weapon_root instead of stock
All weapons: renamed a couple of Tags for clarity
v_mp5: apply the new fire animation method (see previous commit)
v_m4a1: rework how fire animations are played. Instead of alternating between picking between 01-05 then 06-09, add two separate randomized (WeightedRandomNoRepeat) animations from the *entire* set together, then halve the result. This results in a much more natural-looking "animated recoil pattern" with no visible repeats
v_m4a1: added new bespoke animations (except deploy/holster). Added weapon_pose enum parameter for adjusting hand pose when handguard covers are enabled (uses a Tag to disable itself during parts of certain animations)
v_m700: initial first-person setup (including animgraph)
v_spaghellim4: make the initial arc of the deploy animation nicer
Fixed handling of sprint-suppressing Tag on v_m4a1, v_usp, v_spaghellim4, v_mp5: the Tag now gets properly caught when the animgraph initializes, by enforcing a one-time 50ms delay in relevant state machines. Also harmonized some logic across graphs.
v_spaghellim4: added new deploy animation
Batch-committing all changed files from change to cloud content references that now explicitly reference specific version numbers
Add new "/.sbox/" folder to .gitignore
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
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
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
All first-person animgraphs: more replication of newly-updated shared components
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)