branchsbox-assets/maincancel

763 Commits over 550 Days - 0.06cph!

1 Year Ago
Station signage
1 Year Ago
trash_pile asset updates
1 Year Ago
v_mp5: improved reload animation
1 Year Ago
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
1 Year Ago
v_mp5: polished holster animation https://files.facepunch.com/maxlebled/1b3011b1/2023-08-30%2023-24-55.mp4
1 Year Ago
Bike Rack - burger box - post box Merge branch 'main' of sbox-assets
1 Year Ago
Updated zoo Door signs
1 Year Ago
trash_pile_a - c tweaks
1 Year Ago
trash_pile_c adjustments
1 Year Ago
trash_pile asset sets a, b, c initial check-in https://files.facepunch.com/jason/1b2911b1/opera_oHUwXtOCRu.png
1 Year Ago
added chipboard material
1 Year Ago
v_mp5: the fire_hold layer now slightly shifts the fingers' grip too
1 Year Ago
trash_pile_a initial commit
1 Year Ago
Scale down 9mm silencer
1 Year Ago
Diamond plate tweak + blend Pvc panel tint mask Diamond plate blend textures
1 Year Ago
sbox_content recompile
1 Year Ago
Citizen content vmat_c changes
1 Year Ago
v_mp5: fixed a sneaky animgraph thing that was causing fire animations to play at a reduced speed, feels much better now
1 Year Ago
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
1 Year Ago
v_mp5: added dry fire animation
1 Year Ago
tyre & steel rim
1 Year Ago
tweaked door textures, adding floor tile and stairs blendable mat/textures
1 Year Ago
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
1 Year Ago
BenelliM4 work in progress Initial set up, still work in progress
1 Year Ago
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
1 Year Ago
v_mp5: improved ironsight system with a tag-based override & a resilient additive entry/exit animation setup
1 Year Ago
Roof Vents Selection of roof vents Merge branch 'main' of sbox-assets
1 Year Ago
set b_grounded to start true by default on v_usp & v_mp5
1 Year Ago
vmat_c changes
1 Year Ago
_cs material from core pvc panels
1 Year Ago
added metal_painted_c + rust_b + rust_c + appropriate blends https://files.facepunch.com/jason/1b1711b1/opera_ICEI68gxPM.png
1 Year Ago
Assets from core
1 Year Ago
Wired Glass
1 Year Ago
v_mp5: added idle layers
1 Year Ago
v_usp: set noise idle layer to 9 fps playback instead of 10 so that it desyncs over time with the breathe idle layer
1 Year Ago
v_mp5: vmat_c changes
1 Year Ago
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.
1 Year Ago
Additional tape skins https://files.facepunch.com/louie/1b1011b1/sbox-dev_Ueq5hbbqcE.jpg
1 Year Ago
Tape collection https://files.facepunch.com/louie/1b0811b1/sbox-dev_HyjLssrXwH.jpg
1 Year Ago
v_mp5: added (rough) holster animation
1 Year Ago
w_mp5: adjusted hold position
1 Year Ago
v_usp: first pass at implementing jump/airborne/land movement states
1 Year Ago
v_usp: bit of polish on reload & deploy animations
1 Year Ago
v_usp: improve 2H_Deploy_Safety camera
1 Year Ago
v_usp: don't blank out the left arm of fire additives if two-handed
1 Year Ago
v_usp: added different fire animations for two-handed
1 Year Ago
v_usp: renamed all animations to be consistent with the naming scheme in Citizen ("1H/2H" goes first)
1 Year Ago
v_mp5: improved the look of firing by adding new animations, updating existing ones, and making the hold layer a bouncy spring
1 Year Ago
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
1 Year Ago
Plastic chair