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551 Commits over 366 Days - 0.06cph!

9 Months Ago
trash_pile_a initial commit
9 Months Ago
Scale down 9mm silencer
9 Months Ago
Diamond plate tweak + blend Pvc panel tint mask Diamond plate blend textures
9 Months Ago
sbox_content recompile
9 Months Ago
Citizen content vmat_c changes
9 Months Ago
v_mp5: fixed a sneaky animgraph thing that was causing fire animations to play at a reduced speed, feels much better now
9 Months 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
9 Months Ago
v_mp5: added dry fire animation
9 Months Ago
tyre & steel rim
9 Months Ago
tweaked door textures, adding floor tile and stairs blendable mat/textures
9 Months 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
9 Months Ago
BenelliM4 work in progress Initial set up, still work in progress
9 Months 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
9 Months Ago
v_mp5: improved ironsight system with a tag-based override & a resilient additive entry/exit animation setup
9 Months Ago
Roof Vents Selection of roof vents Merge branch 'main' of sbox-assets
9 Months Ago
set b_grounded to start true by default on v_usp & v_mp5
9 Months Ago
vmat_c changes
9 Months Ago
_cs material from core pvc panels
9 Months Ago
added metal_painted_c + rust_b + rust_c + appropriate blends https://files.facepunch.com/jason/1b1711b1/opera_ICEI68gxPM.png
9 Months Ago
Assets from core
9 Months Ago
Wired Glass
9 Months Ago
v_mp5: added idle layers
9 Months 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
9 Months Ago
v_mp5: vmat_c changes
9 Months 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.
9 Months Ago
Additional tape skins https://files.facepunch.com/louie/1b1011b1/sbox-dev_Ueq5hbbqcE.jpg
9 Months Ago
Tape collection https://files.facepunch.com/louie/1b0811b1/sbox-dev_HyjLssrXwH.jpg
9 Months Ago
v_mp5: added (rough) holster animation
9 Months Ago
w_mp5: adjusted hold position
9 Months Ago
v_usp: first pass at implementing jump/airborne/land movement states
9 Months Ago
v_usp: bit of polish on reload & deploy animations
9 Months Ago
v_usp: improve 2H_Deploy_Safety camera
9 Months Ago
v_usp: don't blank out the left arm of fire additives if two-handed
9 Months Ago
v_usp: added different fire animations for two-handed
9 Months Ago
v_usp: renamed all animations to be consistent with the naming scheme in Citizen ("1H/2H" goes first)
10 Months Ago
v_mp5: improved the look of firing by adding new animations, updating existing ones, and making the hold layer a bouncy spring
10 Months 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
10 Months Ago
Plastic chair
10 Months Ago
concrete_rough_a adjustments & polish https://files.facepunch.com/jason/1b0311b1/sbox_w7v8uHVS9c.png
10 Months Ago
dirt_pile_01 vmdl LOD threshold adjustment
10 Months Ago
adjusted concrete_rough + damaged blends
10 Months Ago
various vmat_c changes
10 Months Ago
added concrete_rough + damaged mat
10 Months Ago
added branding to ash_bin assets
10 Months Ago
ash_bin meta files
10 Months Ago
added ash_bin assets https://files.facepunch.com/jason/1b0111b1/sbox_yEbDFi7Veq.png
10 Months Ago
v_mp5: attachments
10 Months Ago
w_mp5: physics shapes + quick AO proxies
10 Months Ago
w_mp5: bone & attachments
10 Months Ago
v_usp: changed on-screen position to be a bit closer, higher, and a slight roll to the left. Also fixed bones for IK intermediaries in animations