More wip shield charge stuff
Shield Charge now knocks down units in path
AI now has the ability to declare if they have a special ability
Want to use this for various unit specific stuff like kicks, shield bashes, etc
New Fire Bomb projectile
Belt objects now store their projectile instead of using a if sequence on CharacterBase
Bomb carrying effect removal
Getting frozen while carrying a fire bomb will now trigger the bomb and clear the effect locally. Also works in the inverse for freeze bombs and fire traps.
Updated Whats New
Added a light source to the fire trap
Some more info on Debug Widget
Lists what modules ahve been spawned as well as how many m,odules haven't been seen in this run.
Also added a custom spectator pawn so we can see the debug widget when running the game with simulate.
Combat animation changes
Melee bots will now finish their attack instead of stopping mid-animation
Override attack anims on AI characters are now an array that gets used randomly
New combo for Sword guy
MovementState is now set through a method on CharacterBase, not by directly setting the variable (makes debugging easier)
Added a new combo montage for the sword guy, randomly picks between that and the old behaviour
Fixed being able to climb on other unts
Added a GetAllActorsOfClass to DoLedgeTrace which is probably bad for performance - I think this was a recent regression (last successful steam build doesn't have this issue) so not entirely sure what's changed.
New combo for big sword guy
Just one attack, his size makes it difficult for animations to work (swings above players head, sword hits ground,etc)
Barrels can now burn
Wooden shields can now be set on fire and destroyed by fire
Status Effects applied to an actor are now automatically applied to any attached actors, so wooden shield gets set on fire when the holder is set on fire.
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
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
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
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 being able to open a chest while standing on top of it
Refactored some Interactable logic to make it easier to put a different interactable primitive trigger on an object. To put a new trigger:
Make a new primitive and override: GetInteractableTrigger
Subsciribe to the Begin/End Overlap events for the new trigger
Look at LootChest to see an example, made a new box collider for the cehst so it can only be opened from the front (not top or back)