892 Commits over 642 Days - 0.06cph!
v_m700: added speed_reload and speed_ironsights float parameters
v_mp5: added speed_reload and speed_ironsights float parameters
v_spaghellim4: also change the condition to cycle-based if using b_reload while b_empty=true
v_spaghellim4: added speed_reload and speed_ironsights float parameters + make b_reload timings based on cycle progress instead of absolute time (which unfortunately does not get scaled by the speed node even though blend times do...?!)
https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2014-26-16.mp4
v_usp: added speed_reload and speed_ironsights float parameters
added concrete_castinsitu_b material
https://sbox.game/facepunch/concretecastinsitub
v_m4a1: added speed_reload and speed_ironsights float parameters
https://files.facepunch.com/maxlebled/1b2011b1/2025-02-20%2013-13-54.mp4
v_usp: make the 'Slide Manager' animgraph group less specific so I can drag it to other weapons more easily
v_mp5/v_m4a1: the first shot you fire doesn't use the new 50/50 system anymore, making it look more unique; a shot is considered first if you haven't fired in the last 1000ms
added concrete_castinsitu_a + concrete_panels_a
Reworked floor_steel_diamond_plate material + blends
replace tga with png
Pipe and Flashlight compile update
cinderblocks_02_blend mat updates
Flashlight mesh texture and setup updates
added dirty layer to cinderblock_02_blend material
https://files.facepunch.com/jason/1b1811b1/firefox_JerBO3mPRx.png
added cinderblock_02 + painted blend materials
https://files.facepunch.com/jason/1b1811b1/sbox-dev_92kwziR9VS.png
added ceramic_tiles_a material
https://files.facepunch.com/jason/1b1811b1/sbox-dev_Cy2XX8JZ3Z.png
Optimized brick_corner meshes for lightmaps
wooden_floor_b_blend .meta
added wooden_floor_b blend material
https://files.facepunch.com/jason/1b1711b1/sbox-dev_VToHk5RuXf.png
added terrazzo_tiles_a material
https://files.facepunch.com/jason/1b1711b1/sbox-dev_WGORKJwdYl.png
added wooden_floor_a material
added floor_tile_03 material
particle updates
removed loops
Pipe kit, flashlight and smaller asset material, LOD and engine setup update.
v_m4a1: fix stock_pin and stock_lever being parented to weapon_root instead of stock
All weapons: renamed a couple of Tags for clarity
v_mp5: apply the new fire animation method (see previous commit)
v_m4a1: rework how fire animations are played. Instead of alternating between picking between 01-05 then 06-09, add two separate randomized (WeightedRandomNoRepeat) animations from the *entire* set together, then halve the result. This results in a much more natural-looking "animated recoil pattern" with no visible repeats
v_m4a1: added new bespoke animations (except deploy/holster). Added weapon_pose enum parameter for adjusting hand pose when handguard covers are enabled (uses a Tag to disable itself during parts of certain animations)
electrical enclosure hotspots
electrical enclosures assets
modular pipe set texture and mesh update
Modular Pipe set asset setup and update
electrical_enclosure asset WIP
https://files.facepunch.com/jason/1b0811b1/sbox-dev_i6KCbgMIUG.png
Frisbee with branding and upload
Modular Pipe set part blockout and setup with trimsheet textures
recompiled oil_drum + oil_drum_explosive
scale correction, sorry not sorry
Square radiator mesh update
gas cylinder mesh and model doc cleanup.
m700 sight attachments attached to root bone
Gas Cylinder Colour changes, model doc update