branchrust_reboot/main/bradley_iterationcancel
57 Commits over 31 Days - 0.08cph!
Moved some visual stuff from the projectile to the launcher attack, where it makes more sense.
Manually painted in some motion vectors to fix backblast float effect.
Rocket trail replacements WIP
Animated rig thing for making moving projectile FX.
More working files (6P atlases)
Separated temps from finals.
Fixed 6point particle shader rotation breaking lighting
Consistency fixes for post smoke.
Cloud termination atlas WIP
Converted all the stuff to the new shader vertex stream format
Lingering post-explosion mushroom cloud WIP
Fixed 6point particle shader flickering w/ motion blending + emission scale stream + reduced variants + improved custom vertex stream help box
6P orientation debug ball is motion blended.
More 6P smoke iteration/studying
6P debug setup in particle scene
Another iteration of 6P smoke loops
Final air explosion sans 6P smoke
Streak timings. Curves for days.
Explosions: Emission override over time on texcoord1.x to stop banding.
Streaking element for explosions
Explosion streak small atlas.
Cherrypick launcher blockout
Optimized textures
Mat polish
Inner/outer consistency stuff
Initial extra bloom
Secondaries for 25mm impact.
Shockwave + ground effect tests
Explosion tonemapping iterations
Explosion files & research backup.
Main cannon ground effect
New flaming ember/debris atlas, because that soft radial blob used everywhere has become pretty old.
Cannon impact explosion WIP
Muzzle iteration & naming consistency.
Cannon related FX & some more random stuff
Unused file cleanup.
Moved the exhaust to the real location, and adjusted the texture so that it doesn't look like a window.
Muzzle tweaks.
Firing effects WIP & related temp files.
Slow burning atlas.
Converted all to TGA because f that PNG alpha noise.