branchHackWeek_TerryHorror/maincancel
25 Commits over 0 Days - ∞cph!
Adjust speed based on walk animation
Set anim look at values to be unsmoothed
Zombie movement ignores debris
Map updates, flesh out sewer area
Merge branch 'main' of HackWeek_TerryHorror
Fix warnings
Switch anim choice nodes back to selector, move parameter sets to OnAnimGraphCreated
Apply hit force when shooting zombies, copy bone positions to ragdolls
Name change
Merge branch 'main' of HackWeek_TerryHorror
Map stuff
Rotate player with a slerp
Better interact widget placement
Map updates
Use choice nodes instead of selectors for anim randomisation
Add sparks to the fusebox, stagger zombie AI scans
Map wip
Build map, ch47, exit trigger, game over page
Fix game over UI, show time taken to complete level
Lock on should now be more "sticky" and not dither between multiple targets
Thumbnail
First area detailing
More map stuff
Map fixes
Note stuff
More map stuff
Extremely hacky approach to make sure zombie anim states are in sync
Lower lock on pos to hit new animations
Map changes, interact widget is screen space
Temp note work
Added another zombie spawn mode
Increase sprint speed (420->520)
More map wip
More map wip
Change zombie clothing, use clothing on ragdolls
WIP map stuff, rust sedan model
Add chat, add zombie surprise events
Zombies make a noise when they notice you
Merge branch 'main' of HackWeek_TerryHorror
Enable clothing, fuse positioning
Fuse and fusebox rust props
Fixed slow gravity
Fuse and fuse box
Merge branch 'main' of HackWeek_TerryHorror
Store lock on entity as well
Fix shooting at feet
WIP garage door
More map stuff
Health icon
Fix being able to lock on to zombies through walls
Unsaved
Basic soundscape for some ambience
Fixed item icons
Health pickup
Lots more map stuff, health pickup fixes, don't aggro to player if no line of sight
Key pick up flow
Unlocking door flow
Fixed jittering player model when walking into walls
Zombies can attack, player has health
Show player health
Add limited ammo
Add ammo pickups
Map update
Smarter target acquisition
Work in process framework for world interactions with prompts
Pistol, clothing
Basic NPC movement
Lock on, bullet damage, zombie ragdolls
Bigger lock on, re-enabled AI movement
Reload animations
Show ammo count on UI
Initial commit
Initial commit
Disable duck and jump, player rotation fixes
Proper handling of moving between angled camera spaces