773 Commits over 550 Days - 0.06cph!
v_spaghellim4: new animations & base animgraph
Material stacks and weapon crate stack asset setups
added wire_cage_a + b materials
Optimised gutter kit materials
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)
m9 bayonet texture changes
m700 magazine seperated mesh
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
actually upload JUST the .meta file this time
Revert "cardboard_trim meta files"
This reverts commit 9f8f285fef19b68a58c9b741fb4a2cc46f6e1f29.
cardboard_trim meta files
various material adjustments + .meta files
added tint to some tileable/trimsheet materials that didn't previously
added floor_asphalt_b + damaged blend material
https://files.facepunch.com/jason/1b2211b1/VyndgYRS1E.png
added corrugated_wall_b + rust blend
https://files.facepunch.com/jason/1b2211b1/firefox_HMNsTm1PXF.png
M700 sniper rifle
Model only
https://sbox.game/facepunch/v_m700
weapon crate with dry grass, bodygroups, skins and setup for asset party
Weapon crate textures and mesh setup
Weapon Skin shader test
Update glass_scope.shader.meta
Update .sbproj
M4A1 wm second UV channel test
M4 world model texture size fix
Fix glass scope shader not rendering correct
Weapon crate texture update
All first-person weapons: implemented b_deploy_skip on remaining graphs, disabled Auto Reset on that parameter
v_m4a1: added "bayonet" bodygroup
Generator mesh normal fix
v_trenchknife: added "weapon" bodygroup (set to 1 to hide)
v_mp9bayonet: added weapon_root bone for v_trenchknife compatibility
m9 bayonet texture updates
m9 bayonet world model and lods
https://sbox.game/facepunch/w_m9bayonet
Melee weapon - M9 Bayonet
model only
https://sbox.game/facepunch/v_m9bayonet
material stack and watertote update and addition
Larger plank stack addition and upload
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
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
van blockout update interior and door
update ejectbrass particles
added 12g_eject
might need cleanup
added 556_ejectbrass particle
changes to 9mm_ejectbrass
All first-person animgraphs: more replication of newly-updated shared components
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)
v_m4a1: parameter rename & update to latestversion of jump/airborne/land group
v_spaghellim4: update to new version of jump/airborne/land group
v_spaghellim4: move_groundspeed to move_bob
v_m4a1: update shared airborne reference
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).
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.)
material stack meshes
Merge branch 'main' of sbox-assets