815 Commits over 580 Days - 0.06cph!
v_mp5: fixed ironsights using the wrong weightlist when reducing run/sprint additive
v_usp: renamed "offsets" to "aim offsets" & added forwards/backwards component
Initial check-in for wall_brick_b + c + d + e tileables, blends and trims
https://files.facepunch.com/jason/1b2211b1/sbox_3e5UpJdIX0.png
https://files.facepunch.com/jason/1b2211b1/sbox_njdpmEDp6R.png
https://files.facepunch.com/jason/1b2211b1/sbox_uLYbdAsjIk.png
construction wall blend hotspot
https://files.facepunch.com/louie/1b2111b1/sbox-dev_6gDt0SwqPX.jpg
rect file
cobble stone blend
https://files.facepunch.com/louie/1b2111b1/sbox-dev_UbWdxKkwVg.jpg
v_mp5: use a Tag to disable run/sprint additive when needed (jump, airborne...)
v_mp5: protect sprint transitions against input mashing
Bike wheel
Merge branch 'main' of sbox-assets
adding wall/floor tile materials/textures
v_mp5: Tags now properly suppress the ironsights exit additives
Remove skins from plastic crate
v_mp5: fix ironsights_fire_scale applying even outside of ironsights... 🤦♂️
v_usp/v_mp5: rename weightlists involved in & around weapon_root (they were getting kind of confusing) + reverse attack_hold scaling for fire additives
v_usp: added parametric offsets
Here's a *VERY EXAGGERATED* example of what this does: https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2014-43-39.mp4
v_mp5: implemented new run & sprint movement animations
https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2008-07-53.mp4
Created Industrial stair material (not sure where it went)
rock_scatter updates
added LODs
added rock_scatter_pile_05
https://files.facepunch.com/jason/1b1411b1/sbox_uwgfrr1A1J.png
Bare concrete additional layer
concrete floor tile
added rock_scatter
updated snow_a1 material
World Model optimization for USP (now included RMR red dot)
World Model for Trenchknife
v_mp5: basic version of movement anim implementation
v_mp5: merge fire & dry fire groups together
v_usp: merge fire & dry fire groups together
added roof_bitumen_panels tileable material
Angled fence panel
Bare concrete colour adjustment
initial terrain_embankment_a commit
delete unnecessary texture map
crowbar texture update and worldmodel
trenchknife folder name correction
added Trench Knife
https://files.facepunch.com/rickgreeve/Trenchknife.jpg
Spaghelli M4 and shotgun shell
https://files.facepunch.com/rickgreeve/BenelliM4_textures_05.jpg
added snow blend
https://files.facepunch.com/jason/1b1111b1/sbox_1g5fWqPdU1.mp4
v_mp5: reduce jump/land/airborne additives while in ironsights
v_mp5: added jump/airborne/land (temp anims for now)
v_usp: fixed landing to idle transition referencing invalid parameter IDs
v_usp: jump/airborne/land are now additives, and can play on top of other animations; they also get partially weakened using a Tag-based system during certain animations (actions such as reload, or firing), so you still feel the impact of jumping & landing, but it's not as disruptive to those animations anymore
https://files.facepunch.com/maxlebled/1b0911b1/2023-09-09%2009-17-56.mp4
Crowbar Viewmodel added
https://asset.party/facepunch/v_crowbar
https://files.facepunch.com/rickgreeve/crowbar_render_2.jpg
v_usp: improved blending at the end of the two-handed reloads
v_usp: added two-handed versions of the reload animations
added materials
Added concrete_damaged + concrete_cast_hs_02 + concrete_wall_bare_02 materials
Added rebar material
https://files.facepunch.com/jason/1b0511b1/opera_xJNKVvsSjy.png
added brighter skin for dirt_pile assets