branchrust_reboot/main/primitive/deployable_ammocancel

15 Commits over 0 Days - ∞cph!

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