13,672 Commits over 2,741 Days - 0.21cph!
More floor overlap logic
-Added a Box Overlap with Rotation node to the function library
-Back to using classes and not spawning/destroying modules (old logic is still in place)
-Filled in data for the new corner module
-Can turn on debug mode on Gate to auto-generate a level (good for simulating level gen without having to play)
-Fixed a bunch of AI stuff throwing exceptions while game is running in simulate mode
-New floor logic works from an array of connectors so all of the possible connections on a module should be evaluated
Fixed corpses not getting cooked on spits properly, they should now stay on the spit and not burn so the tribe can butcher meat off it as needed
Fixed projectiles not reparenting properly when detached from a corpse
Exiting Effects now get a an extra Tick so that exit actions are run correctly (fixes units getting stuck in stealth pose)
Fixed several audio channels not respecting audio settings (Ambient/Ocean/Weather/Wind are now controlled by the Effects slider)
Added a fire trap that burns actors
More status effect reworks
-Particle FX and SFX are now stored on the effects manager and are spawned/removed by the manager
-Can now specify per-actor what effects are valid
-Added a burning effect with FX, no in-game way to triggger it right now
Fixed wrong equip slot on torch
Added a city asset pack, fleshed out starting town in sandbox
Added an icon for hunt desires
Fixed a set random destination being used by hunting that was set to a 0 radius and was failing immediately
Added a Player desire bonus to move attack to make sure player hunt commands are followed while there are buildings to construct
Collated command for Adding Fuel To Fire
Fixed Breed request not hiding from UI if target is not human (0_o)
Removed some logs
Modules can now set a prerequisite module
A module won't be spawned until the player has seen the prerequisite module.
Modules encountered by the player are counted and stored in the Stats class
Fixed some animation loop issues when crafting an item at a crafting table
Fixed projectiles never getting destroyed
Better bounds check on kaiju primary attack
New flying unit for Kaiju
Added a custom tooltip widget and unit descriptions
Added level functionality to city and kaiju
Unit points now start at 500 (was 2000) and go up 1000/1500/2000 at 75%/50%/25% hp for kaiju and city players
Better decal move markers
Some unit handling improvements
Drag select improvements
Refactored exisitng freeze effect into a new StatusEffectsManager
Should be able to support more status effects going forward (poisoned/on fire/electrocuted/etc) and allows for status effects to be applied to non-character actors.
Added the manager to the spinning trap, so freeze grenades will now freeze it's movement for 10 seconds.
Fixed some fields not persisting in MachineProcessActionDesire
Game can no longer start until all players are assigned
Airstrike panel for RTS player
Abilities can call ShowTimer to show a countdown
Building and Item placement now check that a valid path exists between the currently selected unit and the targeted build/placement position, this prevents players being able to build things in out of reach areas
Added autorun (R) for kaiju
Added Utilites C++ class and added support for reading Action Bindings
Also added ActionKeyIndicator widget to show key bindings in a standardised way in UI
Hopefully fixed build errors in ItemInfo struct
Might explain weird data loss on interactable items
Fixed a bunch of items with incorrect iteminfo
Affected shields, keys and grenades
Fixed unit "hopping" when hit
IsInAir on AnimBP will now be false if the character is being pushed
Hacky workaround for failing SamplePosition calls in Navigation
Fixed several melee weapons having a minimum range of 0
Two new module packs, Default Human Combat and Default Animal Combat
Default Human Combat lets humans run to their target and flee (instead of being stuck in face target)
Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
Added Party Member module to humans
Added non placeholder text and images for hunting tutorial
Added Wake Up module to humans so they can wake up from sleeping
Rebake island_01 navmesh again
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
Really WIP weapon switching and better flee management for AI's
Should only affect ranged enemies, probably still has issues
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
Fixed a party invite ability not being marked as ai only
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
DeathVolume now destroys any items that fall off the world
Also fixed bombs not flying correctly if the player throws them off the world and bombs not cleaning up their decal if they miss their target
First pass on a system for detecting active module overlaps
Still has some rotation/detection issues and isnt working on ghosted modules, but it's a start
Brightened night-time, fixed ai not dropping keys
Corpses should now drop embedded projectiles when they are skinned
Added a go to previous module change button in the ai debugger
Better automatic nav mesh obstacle sizing for resource views
Fix PlayerController consuming inputs on gamepad