551 Commits over 366 Days - 0.06cph!
wild grass billboards test files and setup
correcting file directory for chipboard_a
v_crowbar: attack, deploy, holster
magazines seperated for USP and M4
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
v_crowbar: basic animated VMDL setup
M4A1 magazine seperated
includes empty and full version as bodygroups
Removed world model mags, we're not doing it like this
MP5 magazine seperated
bodygroups of a full and empty version
MP5 separate magazine models
holographic sight worldmodel
added leaves_scatter_c skin + snow blend for leaves tileable mat
Example model viewer scene
Just move it all to a library
Move ModelViewer to library
Add standalone M4 magazine vmdl
Layout change missed moving these two files
Holographic sight
also added to weapons with a top rail
https://files.facepunch.com/rickgreeve/g60QQcweyh.jpg
scale adam back to original mats
packaged food texture fix and asset party setup
packaged food finished textures
raised rmr added to M4
also added to asset party
added red dot sights to MP5 SMG and Shotgun
also updated on asset party
Exaggerate rotateDifference float more
M4A1 picatinny rail gap fix
Forgot Editor folder moved
Revert to older sceneview scene
Citizen Content > Assets
Hackweek Content > Assets
Model Viewer Content > Assets
Rust Content > Assets
Sbox Content > Assets
character scene
packaged food pre brand checkin
set default beard and hair tint colour to match
Update sceneviewer_weapons.scene
Update charactercontroller.scene
packaged food - cans branding texture update
Merge branch 'main' of sbox-assets
Aircon wall units
3 new aircon units and updated old aircon to have the same theme
Merge branch 'main' of sbox-assets
v_trenchknife: missing AnimConstraint prefab + integrate attack anim into animgraph
v_trenchknife: initial commit with basic animgraph
Fixed clothing being reset when deselecting