763 Commits over 550 Days - 0.06cph!
v_mp5: improved reload animation
Updated door signs
Test pvc material
Updated pavement trim blend worldmapping
window test material
adjusted stone brick tile
_c's
Wip mortar wall
wip bare concrete wall
removed metal texture from cardboard box skin
Updated scale on 9mm silencer
fixed collision on 9mm ejectbrass particle
v_mp5: polished holster animation
https://files.facepunch.com/maxlebled/1b3011b1/2023-08-30%2023-24-55.mp4
Bike Rack - burger box - post box
Merge branch 'main' of sbox-assets
trash_pile asset sets a, b, c initial check-in
https://files.facepunch.com/jason/1b2911b1/opera_oHUwXtOCRu.png
v_mp5: the fire_hold layer now slightly shifts the fingers' grip too
trash_pile_a initial commit
Diamond plate tweak + blend
Pvc panel tint mask
Diamond plate blend textures
Citizen content vmat_c changes
v_mp5: fixed a sneaky animgraph thing that was causing fire animations to play at a reduced speed, feels much better now
v_mp5: improved logic behind firing_mode, set b_deploy to auto-reset, the gun movement during a mode switch is affected by ironsights_fire_scale
v_mp5: added dry fire animation
tweaked door textures, adding floor tile and stairs blendable mat/textures
v_mp5: various updates (see commit comment)
• added firing_mode parameter. 0 = off (safety), 1 = single, 2 = burst, 3 = full_auto. This value controls the visual position of the mode selector knob on the side of the weapon.
• added various components that manage the visual state of this knob and play an animation accordingly. The system uses a sort of self-locking (or pseudo-latching) selector, which lets the visual state of the knob sync up when animations call for a specific Tag.
• video: https://files.facepunch.com/maxlebled/1b2311b1/sbox_2023-08-23_23-56-42.mp4
• fixed accidental hierarchy swap: the bones that were supposed to stand between weapon_root & the weapon_ikrule bones were children instead of parents. I'll need to export some animations again because of this
• added camera animation to deploy & reload
• improved reload animation
BenelliM4 work in progress
Initial set up, still work in progress
v_mp5: improved ironsights entry/exit additive animations + anim-driven pose has 200ms blend (from 350)
https://files.facepunch.com/maxlebled/1b2111b1/2023-08-21%2018-04-13.mp4
v_mp5: improved ironsight system with a tag-based override & a resilient additive entry/exit animation setup
Roof Vents
Selection of roof vents
Merge branch 'main' of sbox-assets
set b_grounded to start true by default on v_usp & v_mp5
_cs
material from core
pvc panels
added metal_painted_c + rust_b + rust_c + appropriate blends
https://files.facepunch.com/jason/1b1711b1/opera_ICEI68gxPM.png
v_usp: set noise idle layer to 9 fps playback instead of 10 so that it desyncs over time with the breathe idle layer
v_mp5: implemented ironsights (see commit comment)
Ironsights can be either code-driven or mostly animation-driven:
• "ironsights" enum, default 0. If set to 1, will trigger the different layers and behaviours required, but will not offset the weapon. Consider it to be a "do the offset yourself" mode. 2 and above will match the different attachments available on the weapon.
• "ironsight_fire_scale" float, ranges from 0 to 1, default 0.5. Choose how much scaling down to apply to the firing recoil animations while in any ironsights mode.
Additional tape skins
https://files.facepunch.com/louie/1b1011b1/sbox-dev_Ueq5hbbqcE.jpg
Tape collection
https://files.facepunch.com/louie/1b0811b1/sbox-dev_HyjLssrXwH.jpg
v_mp5: added (rough) holster animation
w_mp5: adjusted hold position
v_usp: first pass at implementing jump/airborne/land movement states
v_usp: bit of polish on reload & deploy animations
v_usp: improve 2H_Deploy_Safety camera
v_usp: don't blank out the left arm of fire additives if two-handed
v_usp: added different fire animations for two-handed
v_usp: renamed all animations to be consistent with the naming scheme in Citizen ("1H/2H" goes first)
v_mp5: improved the look of firing by adding new animations, updating existing ones, and making the hold layer a bouncy spring
9mm brass eject particle
Steel grid correct surface
Dead end road sign from core
Concrete debris fix
Corrugated blend
Dynamic reflection on glossy concrete
Grass mud blend wip
Use new mud on asphalt blend