reposbox-assetscancel

738 Commits over 489 Days - 0.06cph!

1 Year Ago
added roof_bitumen_panels tileable material
1 Year Ago
Angled fence panel Bare concrete colour adjustment
1 Year Ago
initial terrain_embankment_a commit
1 Year Ago
delete unnecessary texture map
1 Year Ago
Ash Tray Model
1 Year Ago
added snow detail normal
1 Year Ago
crowbar texture update and worldmodel
1 Year Ago
trenchknife folder name correction
1 Year Ago
added Trench Knife https://files.facepunch.com/rickgreeve/Trenchknife.jpg
1 Year Ago
Spaghelli M4 and shotgun shell https://files.facepunch.com/rickgreeve/BenelliM4_textures_05.jpg
1 Year Ago
added snow blend https://files.facepunch.com/jason/1b1111b1/sbox_1g5fWqPdU1.mp4
1 Year Ago
v_mp5: reduce jump/land/airborne additives while in ironsights
1 Year Ago
v_mp5: added jump/airborne/land (temp anims for now)
1 Year Ago
v_usp: fixed landing to idle transition referencing invalid parameter IDs
1 Year Ago
chipboard_a meta file
1 Year Ago
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
1 Year Ago
crowbar scale fix
1 Year Ago
Crowbar Viewmodel added https://asset.party/facepunch/v_crowbar https://files.facepunch.com/rickgreeve/crowbar_render_2.jpg
1 Year Ago
v_usp: improved blending at the end of the two-handed reloads
1 Year Ago
v_usp: added two-handed versions of the reload animations
1 Year Ago
.meta files
1 Year Ago
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
1 Year Ago
added brighter skin for dirt_pile assets
1 Year Ago
v_mp5: added Reload_Empty animation https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2005-47-44.mp4
1 Year Ago
added trash_a tileable material + trash_pile_c_05 https://files.facepunch.com/jason/1b0311b1/sbox_YonXpWPV9u.png
1 Year Ago
Station signage
1 Year Ago
trash_pile asset updates
1 Year Ago
v_mp5: improved reload animation
1 Year Ago
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
1 Year Ago
v_mp5: polished holster animation https://files.facepunch.com/maxlebled/1b3011b1/2023-08-30%2023-24-55.mp4
1 Year Ago
Bike Rack - burger box - post box Merge branch 'main' of sbox-assets
1 Year Ago
Updated zoo Door signs
1 Year Ago
trash_pile_a - c tweaks
1 Year Ago
trash_pile_c adjustments
1 Year Ago
trash_pile asset sets a, b, c initial check-in https://files.facepunch.com/jason/1b2911b1/opera_oHUwXtOCRu.png
1 Year Ago
added chipboard material
1 Year Ago
v_mp5: the fire_hold layer now slightly shifts the fingers' grip too
1 Year Ago
trash_pile_a initial commit
1 Year Ago
Scale down 9mm silencer
1 Year Ago
Diamond plate tweak + blend Pvc panel tint mask Diamond plate blend textures
1 Year Ago
sbox_content recompile
1 Year Ago
Citizen content vmat_c changes
1 Year Ago
v_mp5: fixed a sneaky animgraph thing that was causing fire animations to play at a reduced speed, feels much better now
1 Year Ago
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
1 Year Ago
v_mp5: added dry fire animation
1 Year Ago
tyre & steel rim
1 Year Ago
tweaked door textures, adding floor tile and stairs blendable mat/textures
1 Year Ago
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
1 Year Ago
BenelliM4 work in progress Initial set up, still work in progress
1 Year Ago
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