814 Commits over 580 Days - 0.06cph!
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flash grenade world model
USP darken slide
wood_trim_polished_blend_04 files
bookcase_01 + cabinet_b
also allowed metal_trim_02 mat tinting
added wood_trim_polished_blend_03
update wardrobe_01
wardrobe_01 updates
+ wood_trim_polished_blend_02 meta
hoover mat tweaks
added another wood_trim_polished blend material
wardrobe_01 initial commit
Plunger vert colour adjustment
Plunger and Small Pipe Set Mesh update
impact_water prefab adjustment
removed some bits
hoover files + plastic_hose cable material + plastic blend mat adjustments
more tweaks on hoover/plastic trims
hoover_a + trimsheet normal additions
cement mixer
Merge branch 'main' of sbox-assets
recompile water_drum assets
Tool/Constraint blockout meshes update and upload
Small PVC Pipe set
trimsheet blockout
Adjusted World Mapping Size of all trimsheets
Stepped the mapping size down to 64 from 128, effectively doubling the working resolution of our trims.
They were too low-res in most use-cases, producing shit mipmap compression. This shouldn't fuck anything, just makes everything sharper when hotspotting from now on
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