userJarryd Campicancel
branchEphyra/mastercancel

85 Commits over 92 Days - 0.04cph!

7 Years Ago
Added light sources to all of the hero modules Made nighttime slightly brighter Added attack anticipation events to the dagger combo Added a light source to keys that turns on at night Wall torches now randomly offset their starting timeline point Looks a lot better when there's more of them on screen Added an IsHeld bool and an OnEquipped method to Interactableitem Fixes key lighting staying enabled while key is on belt Cleaned up some logs
7 Years Ago
New wall torch
7 Years Ago
Added a pickupable torch to each gate at night Also fixed some init order issues Tweaked slug collision channels Weapon collision rework broke slug collisions, so the slug now has a large box collider for weapon impacts
7 Years Ago
Added light sources to a bunch of modules Covered most fo the padding modules Also added some light sources to gates so any modules I haven't gotten to yet should have at least some light
7 Years Ago
Fixed some errors in the main scene because of TOD stuff Fixed characters dying from fall damage every time they are damaged by any source OnLanded was being called when a character gets attacked? Put a bool in the left ground events to make sure we only recognize a landing if we've recognized a fall.
7 Years Ago
Fixed weird directional light angle Time of Day manager now has a IsNight method for more consistent night behaviour Chest now drops a torch if it's night time
7 Years Ago
Reparented torch to shield Shield breaks on first hit but blocks damage
7 Years Ago
TOD items get notifications when the game starts
7 Years Ago
More TOD stuff
7 Years Ago
More TOD stuff
7 Years Ago
TOD Stuff Neon materials TOD Manager now has access to the post process volume and changes bloom intensity over time (need bloom at night for neon) More neon stuff
7 Years Ago
Time now increments 2 hours if a gate is opened Slowed down time movement Some cleanup
7 Years Ago
More time of day stuff Added an event receiver to get time updates on any actor Wall torch now turns off during the day and turns on at night
7 Years Ago
More Time of Day stuff Test map now fully cycles between light and dark
7 Years Ago
Some time of day wip stuff Hit p to increase time of day by an hour, it's super fast right now
7 Years Ago
Suppressed leaderboard in editor again Some cleanup, more animation physics
7 Years Ago
Hooked up physical animation on weapon impacts Looks a little janky right now Fixed AI Character health bars persisting after a unit died Was visible if they fell off the edge of the level
7 Years Ago
Some WIP carryable torch stuff
7 Years Ago
Remove IsEditor check for now -might fix compiling?
7 Years Ago
(Hopefully) fixed God Mode in builds again
7 Years Ago
Added a custom Is Running In Editor bp node Never added custom c++ in Unreal, so hopefully this isn't a complete trainwreck God Mode should now only be accessible in the editor
7 Years Ago
Floating health bar population now happens via an event delegate Added an OnHealthModified event to CharacterBase Floating Health Bar now just subscribes to that Fixes incorrect starting health bar value being applied to enmies over the default hp (big sword guys)
7 Years Ago
Cleaned up some logs
7 Years Ago
Combat Changes -Attack Montage speed is now controlled by an Attack Hold system that triggers on AntStart and holds for 0.7s -If an enemy is attacked while in an Attack Hold they are staggered -Characters can now be hit while dodging, their physics asset collision is being used as the hitbox
7 Years Ago
Fixed melee AI looking at target while at long range
7 Years Ago
Pause menu now actually pauses the game More spinner module stuff A new padding module with two spinners
7 Years Ago
Fixed some freeze errros on AI's with no running behaviour tree (dummy ai's) Weapon trace stuff Fixed some control issues if sheathing weapon while locked on Tweaked character colission setup so sword strikes are colliding with e skeleton mesh Bone name is now available in Weapon, not being used for anything right now.
7 Years Ago
Added a spinning trap hero module -Still a bit wip -Added an editor only gate mesh to the connector adctor to make positioning easier when making modules
7 Years Ago
Player will now turn to face input direction at the start of a current attack Only affects non-locked combat Turn takes less than half a second and takes place during attack animation Fixes quick directional changes followed by an attack resulting in an attack that doesn't go in the intended direction
7 Years Ago
Added a lerped version of move speeds on the AnimBP Hooked them up to the Guarding blendspace for smoother guard animations
7 Years Ago
Changed navmesh agent max step height to match step height on AI characters Fixes weird pathing around stairs
7 Years Ago
Added an attacking move helper that gently pushes the player back if they are attacking towards an edge -Pushback amount is exposed in Movement/AttackEdgePushbackAmount in MainDude -Currently set to 100, which still allows the player to fall off the edge, but tends to leave the player close to the edge at the end of an attack -Can be set to 0 to disable completely, 512 is generally enough to keep the player on a ledge even if spamming attack, but it's super obvious
7 Years Ago
AI_Character now stores it's AICharacterType and Behaviour Tree Cleans up the big class detection branch in AIController
7 Years Ago
Added God Mode for testing, suppressed leaderboard posting in editor Hit G to toggle god mode, should be suppressed in a packaged build (untested)
7 Years Ago
Implemented screen space target lock changes Changing lock on target now attempts to get the next valid target in a given screen-space direction Can now change lock on target by pushing Rstick left/right or pressing Q/E on keyboard (Mouse Wheel still works as well) Added a Test Map and a disabled AI Dummy