branchrust_reboot/main/primitive/deployable_ammocancel

15 Commits over 0 Days - ∞cph!

2 Months Ago
Fixed explosion effects spawning twice Offset the explosive effect spawn point a lil bit to reduce clipping Adjusted flammable ammo effect rotation
2 Months Ago
Polished explosive bomb effects, added fuse sound
2 Months Ago
Flammable ammo now use the catapult fire effect when lit Fixed ignite sound not playing
2 Months Ago
Fixed propane bombs not deployable on roofs Physics materials
2 Months Ago
Fixed deployable explosives short culling distance
2 Months Ago
merge from primitive
2 Months Ago
Add terrain layer to GroundWatch Switch explosives to Deployed layer Update chain reaction layer mask
2 Months Ago
Custom deployed explosive - lower damage and splash radius compared to throwing type Updated pickup and deployment timers
2 Months Ago
placement effect ground watch setup - not working for now due to wider layer changes are needed
2 Months Ago
Allow siege explosive deployables to be picked up - two second pickup time Prevent deployment inside trees and nodes
2 Months Ago
Implement IIgniteable and ISplashable so the explosives can be lit and defused
2 Months Ago
More reliable chain reactions
2 Months Ago
Fixed explosives not doing damage
2 Months Ago
Set up flammable version, better iexplosion effects
2 Months Ago
First pass on deployable siege weapon ammo