738 Commits over 489 Days - 0.06cph!
brick_single_a dirty blend adjustment
v_mp5/v_usp: sync up with recent changes
v_usp/v_spaghellim4: added holster animations
brick_single
scatter + corner meshes
painted skin
brick_single models
https://files.facepunch.com/jason/1b0511b1/sbox_kJMYDn3t1P.png
https://files.facepunch.com/jason/1b0511b1/sbox_XlGAXJvURf.png
Adjust blend mask on corrugated metal
Ivy moss decal
wall_brick_d_trim rough fix
v_spaghellim4: base animgraph
v_spaghellim4: basic viewmodel setup
v_usp/v_mp5: use shared references instead of previous cross references
v_mp5/v_usp: changes related to first person arms work (see main commit comments: 2573bebbec159e3703c437a5887d64fa5dd94665)
RMR red dot mounts WIP
https://files.facepunch.com/rickgreeve/RMR_02.jpg
https://files.facepunch.com/rickgreeve/RMR_01.jpg
wall_brick_b_trim_painted
More materials
plaster_d
wall_brick_d + blend + painted
wall_brick_b painted
Remove metal texture from concrete trim sheet
v_usp: added run/sprint additives (mp5 re-use for now)
v_mp5/v_usp: manually synced up graph Parameters & Tags
v_mp5: fixed ironsights using the wrong weightlist when reducing run/sprint additive
v_usp: renamed "offsets" to "aim offsets" & added forwards/backwards component
Initial check-in for wall_brick_b + c + d + e tileables, blends and trims
https://files.facepunch.com/jason/1b2211b1/sbox_3e5UpJdIX0.png
https://files.facepunch.com/jason/1b2211b1/sbox_njdpmEDp6R.png
https://files.facepunch.com/jason/1b2211b1/sbox_uLYbdAsjIk.png
construction wall blend hotspot
https://files.facepunch.com/louie/1b2111b1/sbox-dev_6gDt0SwqPX.jpg
rect file
cobble stone blend
https://files.facepunch.com/louie/1b2111b1/sbox-dev_UbWdxKkwVg.jpg
v_mp5: use a Tag to disable run/sprint additive when needed (jump, airborne...)
v_mp5: protect sprint transitions against input mashing
Bike wheel
Merge branch 'main' of sbox-assets
adding wall/floor tile materials/textures
v_mp5: Tags now properly suppress the ironsights exit additives
Remove skins from plastic crate
v_mp5: fix ironsights_fire_scale applying even outside of ironsights... 🤦♂️
v_usp/v_mp5: rename weightlists involved in & around weapon_root (they were getting kind of confusing) + reverse attack_hold scaling for fire additives
v_usp: added parametric offsets
Here's a *VERY EXAGGERATED* example of what this does: https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2014-43-39.mp4
v_mp5: implemented new run & sprint movement animations
https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2008-07-53.mp4
Created Industrial stair material (not sure where it went)
rock_scatter updates
added LODs
added rock_scatter_pile_05
https://files.facepunch.com/jason/1b1411b1/sbox_uwgfrr1A1J.png
Bare concrete additional layer
concrete floor tile
added rock_scatter
updated snow_a1 material
World Model optimization for USP (now included RMR red dot)
World Model for Trenchknife
v_mp5: basic version of movement anim implementation
v_mp5: merge fire & dry fire groups together
v_usp: merge fire & dry fire groups together