800 Commits over 580 Days - 0.06cph!
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
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
Ticket decals use correct shader
smaller weapon crate asset updates
v_m4a1: small fix to temp reused deploy
Vehicle scale adjustments and submission
weapon scene viewer update
v_m4a1: synced up with MP5 changes
v_mp5: rename Idle to IdlePose to be consistent with Citizen
v_mp5: adjusted ironsights pose & blend timings + slight adjustments to fire anims
tyre scale fix and stack addition
Shipping container scale fix
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
M4A1 carryhandle adjustment
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
Truck carriage additions mesh
Truck, Container, Tyre and tote Dev assets
... and also v_crowbar, which I forgot existed