738 Commits over 489 Days - 0.06cph!
added roof_bitumen_panels tileable material
Angled fence panel
Bare concrete colour adjustment
initial terrain_embankment_a commit
delete unnecessary texture map
crowbar texture update and worldmodel
trenchknife folder name correction
added Trench Knife
https://files.facepunch.com/rickgreeve/Trenchknife.jpg
Spaghelli M4 and shotgun shell
https://files.facepunch.com/rickgreeve/BenelliM4_textures_05.jpg
added snow blend
https://files.facepunch.com/jason/1b1111b1/sbox_1g5fWqPdU1.mp4
v_mp5: reduce jump/land/airborne additives while in ironsights
v_mp5: added jump/airborne/land (temp anims for now)
v_usp: fixed landing to idle transition referencing invalid parameter IDs
v_usp: jump/airborne/land are now additives, and can play on top of other animations; they also get partially weakened using a Tag-based system during certain animations (actions such as reload, or firing), so you still feel the impact of jumping & landing, but it's not as disruptive to those animations anymore
https://files.facepunch.com/maxlebled/1b0911b1/2023-09-09%2009-17-56.mp4
Crowbar Viewmodel added
https://asset.party/facepunch/v_crowbar
https://files.facepunch.com/rickgreeve/crowbar_render_2.jpg
v_usp: improved blending at the end of the two-handed reloads
v_usp: added two-handed versions of the reload animations
added materials
Added concrete_damaged + concrete_cast_hs_02 + concrete_wall_bare_02 materials
Added rebar material
https://files.facepunch.com/jason/1b0511b1/opera_xJNKVvsSjy.png
added brighter skin for dirt_pile assets
v_mp5: added Reload_Empty animation
https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2005-47-44.mp4
added trash_a tileable material + trash_pile_c_05
https://files.facepunch.com/jason/1b0311b1/sbox_YonXpWPV9u.png
v_mp5: improved reload animation
Updated door signs
Test pvc material
Updated pavement trim blend worldmapping
window test material
adjusted stone brick tile
_c's
Wip mortar wall
wip bare concrete wall
removed metal texture from cardboard box skin
Updated scale on 9mm silencer
fixed collision on 9mm ejectbrass particle
v_mp5: polished holster animation
https://files.facepunch.com/maxlebled/1b3011b1/2023-08-30%2023-24-55.mp4
Bike Rack - burger box - post box
Merge branch 'main' of sbox-assets
trash_pile asset sets a, b, c initial check-in
https://files.facepunch.com/jason/1b2911b1/opera_oHUwXtOCRu.png
v_mp5: the fire_hold layer now slightly shifts the fingers' grip too
trash_pile_a initial commit
Diamond plate tweak + blend
Pvc panel tint mask
Diamond plate blend textures
Citizen content vmat_c changes
v_mp5: fixed a sneaky animgraph thing that was causing fire animations to play at a reduced speed, feels much better now
v_mp5: improved logic behind firing_mode, set b_deploy to auto-reset, the gun movement during a mode switch is affected by ironsights_fire_scale
v_mp5: added dry fire animation
tweaked door textures, adding floor tile and stairs blendable mat/textures
v_mp5: various updates (see commit comment)
• added firing_mode parameter. 0 = off (safety), 1 = single, 2 = burst, 3 = full_auto. This value controls the visual position of the mode selector knob on the side of the weapon.
• added various components that manage the visual state of this knob and play an animation accordingly. The system uses a sort of self-locking (or pseudo-latching) selector, which lets the visual state of the knob sync up when animations call for a specific Tag.
• video: https://files.facepunch.com/maxlebled/1b2311b1/sbox_2023-08-23_23-56-42.mp4
• fixed accidental hierarchy swap: the bones that were supposed to stand between weapon_root & the weapon_ikrule bones were children instead of parents. I'll need to export some animations again because of this
• added camera animation to deploy & reload
• improved reload animation
BenelliM4 work in progress
Initial set up, still work in progress
v_mp5: improved ironsights entry/exit additive animations + anim-driven pose has 200ms blend (from 350)
https://files.facepunch.com/maxlebled/1b2111b1/2023-08-21%2018-04-13.mp4