738 Commits over 489 Days - 0.06cph!
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
generator, van interior and damaged van, bollard and watertote scale adjustment
Added generator dev model
interior to Van
Damaged version of van in accordance with concept
Water tote large version
adjusted Bollard height to fit concept and grid
van blockout update interior and door
update ejectbrass particles
added 12g_eject
might need cleanup
added 556_ejectbrass particle
changes to 9mm_ejectbrass
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)
v_m4a1: parameter rename & update to latestversion of jump/airborne/land group
v_spaghellim4: update to new version of jump/airborne/land group
v_spaghellim4: move_groundspeed to move_bob
v_m4a1: update shared airborne reference
v_usp: big rework of just about everything (added ironsights, improved animgraph bits ported over from other graphs, improvements to existing animations, changed idle poses).
v_mp5: overhauled jump/airborne/land logic & animations (coming from a pending USP rework, which itself grabbed bits from the Citizen graph... reduce, reuse, recycle, etc.)
material stack meshes
Merge branch 'main' of sbox-assets
v_mp5: rename move_groundspeed (which controls the run/sprint movement additives) to move_bob, and it's now a 0-1 float instead of a previously arbitrary 0-100
Ticket decals use correct shader
smaller weapon crate asset updates
v_m4a1: small fix to temp reused deploy
Vehicle scale adjustments and submission
weapon scene viewer update
v_m4a1: synced up with MP5 changes
v_mp5: rename Idle to IdlePose to be consistent with Citizen
v_mp5: adjusted ironsights pose & blend timings + slight adjustments to fire anims
tyre scale fix and stack addition
Shipping container scale fix
v_mp5: completely reworked state machines for triggering additive transitions (sprint & ironsights); the additives now always play correctly (and completely snap-free regardless of mashing) when their related poses are disabled by Tags, without any weird special case handling + holstering while sprinting doesn't clip into the camera anymore
v_mp5: reworked ironsight animations + changed ironsights pose
https://files.facepunch.com/maxlebled/1b1511b1/sbox-dev_2024-06-15_01-07-07.mp4
M4A1 carryhandle adjustment
v_mp5: reworked sprint group logic, greatly simplified it while solving remaining problems + made additive transitions work with tag-triggered transitions again + additive transitions are weakened to 20% while in ironsights
Truck carriage additions mesh
Truck, Container, Tyre and tote Dev assets
... and also v_crowbar, which I forgot existed
All first-person weapons: changes integrating new sprint animations
dumpster dev meshes update and addition
v_usp: various changes, see commit comment
• same state machine logic improvements recently made to v_mp5
• sprint now has additive in/out transitions
• moved holster animation earlier in the chain of modules so it can get affected by movement & aim additives
• removed obsolete explicit references to the MP5 sources that were made before shared animations were standardised
Forklift and Dumpster blockouts
Small grenade scorchmark
Merge branch 'main' of sbox-assets
v_mp5: set b_deploy_skip back to off by default (oops)
v_mp5: improved various state machines in the ironsight & sprint managers so that transition anims don't play by default when the animgraph first initializes
Swap character controller scene to mesh edit
Clean up character controller scene
v_mp5: various changes, see commit comments
• 'b_deploy' is now 'b_deploy_skip' and has the opposite behaviour
• reworked knob manager logic to work around the unfortunate fact that animgraph has a 1-tick delay on properly reading tags 😭
• reworked sprint pose manager logic so that the graph doesn't always start in an on-off pose transition
• updated idle pose to take less screen space
• fixed idle pose having a 0.1 degree rotation offset on the camera & having wrong frame count
• small improvements to reload animations
Add muzzle attachment to both spaghelli models