227 Commits over 611 Days - 0.02cph!
ratchet spanners and trowel props + fixes
+ pliers adjustment
+ added rusty skin to claw hammer
clawhammer, pliers, shovel props + meta
https://files.facepunch.com/jason/1b1411b1/sbox-dev_Hta2FvHEUQ.png
woodaxe prop
+ added iron to metal blend material
https://files.facepunch.com/jason/1b0911b1/sbox-dev_MjWcz8Q7Qx.png
ceiling fan updates + added ceilingfan_c
added metal_details_02
uses transparency
adjusted metal_details trans map
ceilingfan_b prop
adjusted metal_trim_painted_02 tint properties
table_round_a + coffeetable_a props
wood_trim_polished_blend_04 files
bookcase_01 + cabinet_b
also allowed metal_trim_02 mat tinting
added wood_trim_polished_blend_03
update wardrobe_01
wardrobe_01 updates
+ wood_trim_polished_blend_02 meta
hoover mat tweaks
added another wood_trim_polished blend material
wardrobe_01 initial commit
impact_water prefab adjustment
removed some bits
hoover files + plastic_hose cable material + plastic blend mat adjustments
more tweaks on hoover/plastic trims
hoover_a + trimsheet normal additions
recompile water_drum assets
Adjusted World Mapping Size of all trimsheets
Stepped the mapping size down to 64 from 128, effectively doubling the working resolution of our trims.
They were too low-res in most use-cases, producing shit mipmap compression. This shouldn't fuck anything, just makes everything sharper when hotspotting from now on
impact fx updates + explosion_medium updates
added impact.brick particle fx
explosion_medium + explosion tex/files
Updated debris_kit_a mat with detail normals
added detail normals for concrete + tarp
update bulkbag props
added alternate skin to dirt_mound assets
bulkbag prop initial commit
+ tarp detail normal
explosion.medium rework wip
impact particles rework wip
files + meta
concrete_trim_02 painted files
a few asset updates/meta files
adjusted metal_trim_rust_01 mat