815 Commits over 580 Days - 0.06cph!
crate_dev mesh setup check-in
update asset_zoo with dev models
v_spaghellim4: updated idle pose (again)
v_spaghellim4: updated idle pose
v_m4a1: copy non-shared mode selector weightlists from MP5
v_trenchknife: asset.party metadata
v_m4a1: make temp reused MP5 reload slightly less janky by making it additive at runtime
v_m4a1: viewmodel setup + animgraph (beware of temporary jank)
https://files.facepunch.com/maxlebled/1b2411b1/sbox-dev_2024-05-24_20-01-02.png
Flourbag prop added to packaged food
Colour Mapping support
Update scene
Updated sbox-content scene
eotech world model and lods
Merge branch 'main' of sbox-assets
wild grass billboards test files and setup
correcting file directory for chipboard_a
v_crowbar: attack, deploy, holster
magazines seperated for USP and M4
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
v_crowbar: basic animated VMDL setup
M4A1 magazine seperated
includes empty and full version as bodygroups
Removed world model mags, we're not doing it like this
MP5 magazine seperated
bodygroups of a full and empty version
MP5 separate magazine models
holographic sight worldmodel
added leaves_scatter_c skin + snow blend for leaves tileable mat
Example model viewer scene
Just move it all to a library
Move ModelViewer to library
Add standalone M4 magazine vmdl
Layout change missed moving these two files
Holographic sight
also added to weapons with a top rail
https://files.facepunch.com/rickgreeve/g60QQcweyh.jpg
scale adam back to original mats
packaged food texture fix and asset party setup
packaged food finished textures
raised rmr added to M4
also added to asset party
added red dot sights to MP5 SMG and Shotgun
also updated on asset party
Exaggerate rotateDifference float more
M4A1 picatinny rail gap fix
Forgot Editor folder moved
Revert to older sceneview scene