938 Commits over 670 Days - 0.06cph!
Weapon case LOD adjustment and texture fix
Weapon Case and packing Foam texture/mesh update and material creation
Weapon_case
Missile Case WIP texture asset, uploaded for world placement and decoration
impact fx updates + explosion_medium updates
added impact.brick particle fx
Sandbox Tool assets csontraints
UV'd meshes and initial setup of blockout/lps of the different constraints assets Howie concepted
USP Pistol - fixed normal issue, slightly darker slide
explosion_medium + explosion tex/files
Updated debris_kit_a mat with detail normals
added detail normals for concrete + tarp
update bulkbag props
added alternate skin to dirt_mound assets
bulkbag prop initial commit
+ tarp detail normal
explosion.medium rework wip
Locker adjusted textures and LOD published
impact particles rework wip
files + meta
Add props scene to rust content
concrete_trim_02 painted files
Update Model Viewer to use Features
a few asset updates/meta files
Flash and Decoy Grenade ViewModels
https://files.facepunch.com/rickgreeve/image%20%2826%29.png
adjusted metal_trim_rust_01 mat
added brick_debris_a2 blend
updated some existing sbox.game assets
v_m700: initial first-person setup (including animgraph)
M700 rebake with correct triangulation
added materials + decals
+ decal_dirt_b
+ decal_footprints_a
+ dirt_ground_02_blend
brick_debris_a + debris_a vmat meta
v_spaghellim4: make the initial arc of the deploy animation nicer
Fixed handling of sprint-suppressing Tag on v_m4a1, v_usp, v_spaghellim4, v_mp5: the Tag now gets properly caught when the animgraph initializes, by enforcing a one-time 50ms delay in relevant state machines. Also harmonized some logic across graphs.
v_spaghellim4: added new deploy animation
Batch-committing all changed files from change to cloud content references that now explicitly reference specific version numbers
Add new "/.sbox/" folder to .gitignore
incendiary grenade model and textures
Fix compile errors on sbox_content project
fix INetworkSerializable errors