270 Commits over 276 Days - 0.04cph!
added branches back in
not spawning or animating to the right z height though :(
fixed issue with check that there's room for character's fingers when grabbing ledge
fixed strafe animation not playing when aiming throwable item, iscarryingtorch set to false when torch breaks in character's hand
added rotation to moving mesh obstacle, doesn't work with climbing yet
fixed keys spawning weirdly when ai's last on ground positon was on a child actor
can now switch weapons while moving
looks a little weird sometimes but with proper animations it should work
fine
more modules, can now move while throw aiming, some climbing adjustments
got rid of ready throw montage and just have it go into strafe movment
when aiming, also slowed down walk speed while throw aiming
unsaved stuff
more modules and unsaved stuff
storing recently spawned modules and removing them from master module array in floor, helps reduce repetition
added some modules, can't stagger while climbing, moved give item to characterbase
can now long jump as soon as character lands
finally found the climbing/flying bug
TurnToFaceInputDirection could still be fired while climbing and jumping
fixed gate not disabling new collision, added loot spawner actor in place of chests in all modules, key goes to random loot spawner or AI
fixed keys sometimes spawning in ground when coming from barrel
fixed an error that was popping up in RemoveEffectVisual and additional freeze particles spawn for each freeze
added loot spawner
not on any modules yet but can be set to spawn a certain type of loot or
set it to random, when set to barrels it spawns a random number of
barrels at semi random positions
cleaned up weapon base, can now hit multiple actors in one swing
feels better
work on preventing overlapping modules, adjustment to gates so they don't hang over edge weirdly
Was hoping I could come up with a solution to automatically have the
module base destermine the boundries of itself but I don't think there
is any way around placing a collision box by hand for each module. Get
actor bounds works a lot of the time, but as soon as the module actor is
rotated or the module is not a overall box shape it doesnt give an
accurate enough boundry.
added breakable barrels, another module, keys can spawn in chests and barrels
Hooked back up ai spawning, key spawning, and other floor functions and made nessessary modifications to make everything work with new floor
tunring off some unessary debug stuff
changed module type to an enum rather than a bunch of bools, neater that way, print screen when we dont have module for desired module type
starting to implement new floor spawning system based on difficulty curve and module attributes
bunch of reorganizing and entering info for all modules
if the info gets reset after restarting the editor I might cry
fixed not being able to pick up keys, and reduced size of ledge trace sphere a tad
moving meshes push character more smoothly now, can climb on moving meshes for the most part still has some jank to work out though
shield and belt items didn't have sufficient item info to equip properly
just making a struct for some sort of module rating system
set owner before interacting with interactable object
had to hit open on a gate twich before
if we switch to a belt item we can't throw while throw aiming stop throw aiming
redid and moved belt item switching to character base
move inventory work, will now unsheath weapon if there are no more belt items to switch to after using belt item
few more things
everything should be hooked up again
moved all equip logic to character base, a lot of clean up, still more to go
started reworking some interaction stuff
few more jumping sound changes
some modifications to climbing values, would sometimes grab ledge when it was too low