reposbox-assetscancel

815 Commits over 580 Days - 0.06cph!

1 Year Ago
v_mp5: added Reload_Empty animation https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2005-47-44.mp4
1 Year Ago
added trash_a tileable material + trash_pile_c_05 https://files.facepunch.com/jason/1b0311b1/sbox_YonXpWPV9u.png
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