Mike Balfour
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7955d0913b
Fix MPS energy balls (#416)
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2 years ago |
kberg-amzn
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a3a8d0a138
Bug fixes, tweaks, and addressing code review feedback
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2 years ago |
kberg-amzn
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4822107362
Altering the method used to spawn network prefabs to use the standard multiplayer prefab spawning interface. This avoids issues related to the ticketing system.
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2 years ago |
kberg-amzn
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8be297505d
Refactors the energy cannon and energy ball so that more than one projectile can be spawned at a time, and allows projectile movement to be controlled by gameplay/script. Adds a new prefab called the bubble cannon that demonstrates this flexibility.
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2 years ago |
kberg-amzn
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18cf3b1d40
Updates and fixes to the weapon effects bus, and hooking up the energy ball
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2 years ago |
kberg-amzn
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e4a11505d6
Fixes bugs where the effect offset was not correctly accounting for the parents transform
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2 years ago |
kberg-amzn
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5b2929b1ec
Changes to incorporate the new energy cannon model and line up all its effects
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2 years ago |
kberg-amzn
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40dbea5035
Changes to make energy balls explode on first impact, and also provide a lifetime parameter to control how long energy balls live for. Changes to allow weapon impacts to be handled from script for additional weapon effects hookup
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2 years ago |
kberg-amzn
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d6feb41e80
Updates from PR feedback
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2 years ago |
kberg-amzn
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96ad4488ec
Fixing up the energy cannon. Adding assets and effects, removing setreg and knockback and adding component based configuration for designers to tune directly within the editor
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2 years ago |
Olex Lozitskiy
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21a495ee57
Merged GameJam branch into development branch (#239)
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2 years ago |