815 Commits over 580 Days - 0.06cph!
Adjust skid + use base animator
ranged sight texture update
Recompile a bunch of decals and fixed some using wrong shader
Flashlight and material stack asset updates
Flashlight asset scene implementation
ranged sight texture update, and camo progress
added brick_debris_a material
v_usp: fixed two-handed firing anim errors
viewmodels now all have empty and full magazines in bodygroups
v_spaghellim4: added fire animation & hooked up dry fire
weapon came lookdev scene
more spraynet camo adjustments
spraynet color update + RGB mask
weapon camo folder cleanup
fix normal not being correct
Update Test_weapon_skin_1.vmat
MP5 viewmodel magazine full and empty bodygroups
v_m4a1: correctly bound foregrip attachments to weapon_root
construction material stack assets
added concrete_aggregate_a material
v_spaghellim4: added VMDL & animgraph metadata related to showing/hiding shells bodygroup
v_spaghellim4: 'first shell reload' animation + added support for 'classic' b_reload
https://files.facepunch.com/maxlebled/1b0211b1/sbox-dev_2024-08-02_03-19-43.mp4
ranged sight initial push, cleanup of unused textures on holo sight
added wall_brick_e material
v_spaghellim4: new animations & base animgraph
Material stacks and weapon crate stack asset setups
added wire_cage_a + b materials
Optimised gutter kit materials
v_usp: fixed fire animations having the hammer behaving wrong, and a little blend-out hitch (was caused by fire anims being turned into self-referential additives as opposed to referencing the base idle poses)
m9 bayonet texture changes
m700 magazine seperated mesh
m700 full and empty magazine bodygroups, and 7.62x51 bullet added
https://files.facepunch.com/rickgreeve/3BMdK6fAD9.png
https://files.facepunch.com/rickgreeve/Tpee1j7rpV.jpg