834 Commits over 611 Days - 0.06cph!
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
vehicle dev meshes standard car addition
hand grenade, wm and vm
https://files.facepunch.com/rickgreeve/Screenshot_1.jpg
https://files.facepunch.com/rickgreeve/7V5QmBRVcY.jpg