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branchEphyra/mastercancel

270 Commits over 276 Days - 0.04cph!

7 Years Ago
more prototype enemy animation tests
7 Years Ago
few more adjustments
7 Years Ago
hooking some stuff back up to make version on steam more playable some other wip stuff too
7 Years Ago
unsaved
7 Years Ago
unsaved stuff
7 Years Ago
playing around with AI if a character hits another character's shield it will cause them to stagger, this should encourage players to look for openings rather than jamming on attack
7 Years Ago
figuring out how to get custom skeletal meshes and animations in
7 Years Ago
changing seed and hooking branches back up can't figure out why build seed is different than editor but hopefully its consistent on build
7 Years Ago
trying one more thing
7 Years Ago
turning off branches, i think its messing up the seed some how
7 Years Ago
disable whats new menu, changed version number
7 Years Ago
another try at fixing seed inconsistency between editor and packaged
7 Years Ago
seed still different in packaged build?
7 Years Ago
fixing seed inconsistency
7 Years Ago
still trying to fix build issue
7 Years Ago
more work on getting leaderboard working, still getting build failures...
7 Years Ago
fixing build issue
7 Years Ago
updating leaderboard plugin
7 Years Ago
fixed characters not ragdolling after falling death
7 Years Ago
fixed issue with hinge door traps, nav mesh bug, slowed down tod change, other stuff i cant remeber
7 Years Ago
range guys won't switch to melee unless your within 20 units of thier z location, new module
7 Years Ago
more ai clean up, removed some actors from being read by nav mesh, fixed ai freezing issue, made branches more rare
7 Years Ago
more ai stuff range guys no longer run, they will just pull out their dagger when you get close
7 Years Ago
more ai farting
7 Years Ago
farting around with some ai nav stuff
7 Years Ago
unsaved
7 Years Ago
fixed issue with seed spitting out inconsistent results
7 Years Ago
stop AI from jumping into roof, various module stuff, branches back in, etc
7 Years Ago
fixed some falling to death bugs, adjusted some values with nav mesh
7 Years Ago
unsaved stuff
7 Years Ago
fixed nav mesh not rebuilding on main map, added acceptable radious variable to custom ai moveto task
7 Years Ago
allowing them to jump off a higher ledge
7 Years Ago
turned off some debug stuff and few more unsaved things
7 Years Ago
still has its fair bit of jank but started giving ai ability to walk off and climb ledges
7 Years Ago
fixed issue with ai spinning when trying to strafe
7 Years Ago
unsaved stuff
7 Years Ago
fixed bug with fire traps
7 Years Ago
fixing another climbing issue
7 Years Ago
some bug fixes with climbing and falling deaths
7 Years Ago
got rid of death volume, character will know die after falling x seconds, still buggy though
7 Years Ago
fixing some inconsistencies with seeded runs, added lights to a bunch of modules, other random stuff
7 Years Ago
fixed rotation issue when sliding
7 Years Ago
turning off some debug stuff
7 Years Ago
making every random aspect determined by seed, some ladder stuff more modules, fixing a sliding issue
7 Years Ago
turning off some debug text
7 Years Ago
sliding speed slowly builds
7 Years Ago
more ladder stuff, mostly functional needs a little more work in construction graph
7 Years Ago
started on ladders
7 Years Ago
fixed issue with knee climb clipping through moving platforms
7 Years Ago
while hanging on moving platform check if feet touch ground and let go if they do