85 Commits over 92 Days - 0.04cph!
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
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
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
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.
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
Reparented torch to shield
Shield breaks on first hit but blocks damage
TOD items get notifications when the game starts
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
Time now increments 2 hours if a gate is opened
Slowed down time movement
Some cleanup
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
More Time of Day stuff
Test map now fully cycles between light and dark
Some time of day wip stuff
Hit p to increase time of day by an hour, it's super fast right now
Suppressed leaderboard in editor again
Some cleanup, more animation physics
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
Some WIP carryable torch stuff
Remove IsEditor check for now -might fix compiling?
(Hopefully) fixed God Mode in builds again
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
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)
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
Fixed melee AI looking at target while at long range
Pause menu now actually pauses the game
More spinner module stuff
A new padding module with two spinners
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.
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
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
Added a lerped version of move speeds on the AnimBP
Hooked them up to the Guarding blendspace for smoother guard animations
Changed navmesh agent max step height to match step height on AI characters
Fixes weird pathing around stairs
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
AI_Character now stores it's AICharacterType and Behaviour Tree
Cleans up the big class detection branch in AIController
Added God Mode for testing, suppressed leaderboard posting in editor
Hit G to toggle god mode, should be suppressed in a packaged build (untested)
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