branchrust_reboot/main/molotov_cocktailcancel
64 Commits over 0 Days - ∞cph!
vm molotov cocktail - 2nd pass anims & animator updates
removed unused molotov prefab
renamed flashbang and molotov world models to match convention
Experimental files / backup
molotov cocktail fireball burn sound
3p molotov anims, entity setup, override controller
Fixed compile error in FlameExplosive.cs (build only, was OK in editor)
Molotov cocktail viewmodel sounds
Temporarily disabled the emissive on the molotov cloth mesh fire scroller, since it shouldn't be ignited by default
Replaced the old cringe molotov ground fire placeholder with a new marginally better but still cringy ground fire placeholder, god bless.
Flashbang sounds and deafening
Moved molotov fx temp files into a new subfolder to declutter /effects
Molotov ground progress backup
disabled crafting of molotov/flashbang
added molotov worldmodel
icons, description, models
flashbang,viewmodel update
1st pass flashbang.viewmodel
fixed molotov appearing as grenade
Slight offset gymnastics to shift the point light away from its particle.
FB boom emission issue fix 2/2
cleaned up flashbang code
added tinnitus effect
127.8% more flashy flashbang
anotha one (still missing some stuff)
tweaked liquid material values, removed old unused textures and materials, set up view and world model liquid values, removed vertex alpha flame on wrong bits of cloth
hooked up flashbang effects/sound
Flashbang boom draft/placeholder
flashbang logic and line of sight checks
reduce flash effect if air bursted
reduce flash by 75% when looking away
Temp working files backup
Added alternative overlay mode.
vm molotov - 1st pass anim & animator setup with new functionality
Temp fx prefabs & related files.
Molotov cloth flame flipbook (squared frames and thus overly much deadspace on this preliminary version)
molotov art implemention
fixed fireballs not always using their assigned velocity
cringe effects CC:petur