reposbox-assetscancel

773 Commits over 550 Days - 0.06cph!

4 Months Ago
v_spaghellim4: new animations & base animgraph
4 Months Ago
Material stacks and weapon crate stack asset setups
4 Months Ago
added wire_cage_a + b materials
4 Months Ago
Optimised gutter kit materials
4 Months Ago
v_usp: fixed fire animations having the hammer behaving wrong, and a little blend-out hitch (was caused by fire anims being turned into self-referential additives as opposed to referencing the base idle poses)
4 Months Ago
m9 bayonet texture changes
4 Months Ago
m700 magazine seperated mesh
4 Months Ago
m700 full and empty magazine bodygroups, and 7.62x51 bullet added https://files.facepunch.com/rickgreeve/3BMdK6fAD9.png https://files.facepunch.com/rickgreeve/Tpee1j7rpV.jpg
4 Months Ago
actually upload JUST the .meta file this time
4 Months Ago
Revert "cardboard_trim meta files" This reverts commit 9f8f285fef19b68a58c9b741fb4a2cc46f6e1f29.
4 Months Ago
cardboard_trim meta files
4 Months Ago
various material adjustments + .meta files added tint to some tileable/trimsheet materials that didn't previously
4 Months Ago
added floor_asphalt_b + damaged blend material https://files.facepunch.com/jason/1b2211b1/VyndgYRS1E.png
4 Months Ago
added corrugated_wall_b + rust blend https://files.facepunch.com/jason/1b2211b1/firefox_HMNsTm1PXF.png
4 Months Ago
M700 sniper rifle Model only https://sbox.game/facepunch/v_m700
4 Months Ago
weapon crate with dry grass, bodygroups, skins and setup for asset party
4 Months Ago
Weapon crate textures and mesh setup
4 Months Ago
Weapon Skin Shader
4 Months Ago
Weapon Skin shader test Update glass_scope.shader.meta Update .sbproj
4 Months Ago
M4A1 wm second UV channel test
4 Months Ago
M4 world model texture size fix
4 Months Ago
Fix glass scope shader not rendering correct
4 Months Ago
Weapon crate texture update
4 Months Ago
weapon crate asset setup
4 Months Ago
All first-person weapons: implemented b_deploy_skip on remaining graphs, disabled Auto Reset on that parameter
4 Months Ago
v_m4a1: added "bayonet" bodygroup
4 Months Ago
Generator mesh normal fix
4 Months Ago
v_trenchknife: added "weapon" bodygroup (set to 1 to hide) v_mp9bayonet: added weapon_root bone for v_trenchknife compatibility
4 Months Ago
m9 bayonet texture updates
4 Months Ago
m9 bayonet world model and lods https://sbox.game/facepunch/w_m9bayonet
4 Months Ago
Melee weapon - M9 Bayonet model only https://sbox.game/facepunch/v_m9bayonet
4 Months Ago
material stack and watertote update and addition
4 Months Ago
Larger plank stack addition and upload
4 Months Ago
dev models
4 Months Ago
van dev mesh update
4 Months Ago
All first-person weapons: overhauled jump/land/airborne logic (jump is now handled completely separately from the rest and can be triggered at any time if you so wish) + turned that group into a subgraph
5 Months Ago
generator, van interior and damaged van, bollard and watertote scale adjustment Added generator dev model interior to Van Damaged version of van in accordance with concept Water tote large version adjusted Bollard height to fit concept and grid
5 Months Ago
van blockout update interior and door
5 Months Ago
update ejectbrass particles
5 Months Ago
added 12g_eject might need cleanup
5 Months Ago
added 556_ejectbrass particle changes to 9mm_ejectbrass
5 Months Ago
All first-person animgraphs: more replication of newly-updated shared components
5 Months Ago
All first-person animgraphs: fixed accidental 1001 instead of 1 on move_bob + removed 2nd setting on ironsights (it's now either disabled or enabled... but it's still an int)
5 Months Ago
v_m4a1: parameter rename & update to latestversion of jump/airborne/land group
5 Months Ago
v_spaghellim4: update to new version of jump/airborne/land group v_spaghellim4: move_groundspeed to move_bob
5 Months Ago
v_m4a1: update shared airborne reference
5 Months Ago
v_usp: big rework of just about everything (added ironsights, improved animgraph bits ported over from other graphs, improvements to existing animations, changed idle poses).
5 Months Ago
v_mp5: overhauled jump/airborne/land logic & animations (coming from a pending USP rework, which itself grabbed bits from the Citizen graph... reduce, reuse, recycle, etc.)
5 Months Ago
material stacks addition
5 Months Ago
material stack meshes Merge branch 'main' of sbox-assets