branchrust_reboot/main/cannon_fuseburncancel

22 Commits over 120 Days - 0.01cph!

20 Days Ago
update from main
3 Months Ago
Play poof particles when fuse becomes visible
3 Months Ago
update from main
3 Months Ago
Wick spawn FX.
4 Months Ago
cannon fuse anim update
4 Months Ago
Cannon anim update and blend fix
4 Months Ago
Remove exit time between reload -> reloaded state in cannon barrel
4 Months Ago
update from main
4 Months Ago
Cannon animation updates to include fuse movement in the reloaded clip
4 Months Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
4 Months Ago
update from main
4 Months Ago
Fix cannon reload camera animation looping back into itself.
4 Months Ago
merge from main
5 Months Ago
Fixed the cannon attack so that the surrounding smoke around the cannon is properly aligned.
5 Months Ago
Wick improvements. Screen shake tweaks on attack.
5 Months Ago
Remove scaled fuse animation time. Fix curve for fuse burn material being scaled to the original 3s.
5 Months Ago
Wick prefab consistency fixes
5 Months Ago
Change original fuse animation time to 1s to fix animation timescaling.
5 Months Ago
Cannon firing and fuse FX tweaks (needs the 300% fuse burn fix to behave properly) Higher res fuse sparks for 1st person purposes. Cannon fuse hole is actually a black hole.
5 Months Ago
Merge from naval_update (spawn fixes for island cannons for testing)
5 Months Ago
tweaked burnt fuse effect
5 Months Ago
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)