reposbox-assetscancel

800 Commits over 580 Days - 0.06cph!

5 Months Ago
weapon crate asset setup
5 Months Ago
All first-person weapons: implemented b_deploy_skip on remaining graphs, disabled Auto Reset on that parameter
5 Months Ago
v_m4a1: added "bayonet" bodygroup
5 Months Ago
Generator mesh normal fix
5 Months Ago
v_trenchknife: added "weapon" bodygroup (set to 1 to hide) v_mp9bayonet: added weapon_root bone for v_trenchknife compatibility
5 Months Ago
m9 bayonet texture updates
5 Months Ago
m9 bayonet world model and lods https://sbox.game/facepunch/w_m9bayonet
5 Months Ago
Melee weapon - M9 Bayonet model only https://sbox.game/facepunch/v_m9bayonet
5 Months Ago
material stack and watertote update and addition
5 Months Ago
Larger plank stack addition and upload
5 Months Ago
dev models
5 Months Ago
van dev mesh update
5 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.)
6 Months Ago
material stacks addition
6 Months Ago
material stack meshes Merge branch 'main' of sbox-assets
6 Months Ago
v_mp5: rename move_groundspeed (which controls the run/sprint movement additives) to move_bob, and it's now a 0-1 float instead of a previously arbitrary 0-100
6 Months Ago
Ticket decals use correct shader
6 Months Ago
waste bin assets
6 Months Ago
smaller weapon crate asset updates
6 Months Ago
v_m4a1: small fix to temp reused deploy
6 Months Ago
Smaller weapon crates
6 Months Ago
weapon crate dev assets
6 Months Ago
forest updates
6 Months Ago
Vehicle scale adjustments and submission
6 Months Ago
weapon scene viewer update
6 Months Ago
v_m4a1: synced up with MP5 changes
6 Months Ago
v_mp5: rename Idle to IdlePose to be consistent with Citizen
6 Months Ago
v_mp5: adjusted ironsights pose & blend timings + slight adjustments to fire anims
6 Months Ago
pickup truck asset
6 Months Ago
truck collision fix
6 Months Ago
tyre scale fix and stack addition
6 Months Ago
Shipping container scale fix
6 Months Ago
v_mp5: completely reworked state machines for triggering additive transitions (sprint & ironsights); the additives now always play correctly (and completely snap-free regardless of mashing) when their related poses are disabled by Tags, without any weird special case handling + holstering while sprinting doesn't clip into the camera anymore v_mp5: reworked ironsight animations + changed ironsights pose https://files.facepunch.com/maxlebled/1b1511b1/sbox-dev_2024-06-15_01-07-07.mp4
6 Months Ago
M4A1 carryhandle adjustment
6 Months Ago
v_mp5: reworked sprint group logic, greatly simplified it while solving remaining problems + made additive transitions work with tag-triggered transitions again + additive transitions are weakened to 20% while in ironsights
6 Months Ago
Truck carriage additions mesh
6 Months Ago
Truck, Container, Tyre and tote Dev assets
6 Months Ago
... and also v_crowbar, which I forgot existed