815 Commits over 580 Days - 0.06cph!
v_mp5: added Reload_Empty animation
https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2005-47-44.mp4
added trash_a tileable material + trash_pile_c_05
https://files.facepunch.com/jason/1b0311b1/sbox_YonXpWPV9u.png
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