13,269 Commits over 2,680 Days - 0.21cph!
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
Blackboard can store quaternions
Reenabled rotation support for item placement
All Set Destination modes can now specify a desired distance to stop at (previously only some modes exposed this option)
All preexisting actions that didn't previously have access to the distance field have had their distance set to 0 to ensure identical behaviour (newly created actions will default to 1 unit)
Added a new GoToBlackboardPosition(Distance1) so that units placing items don't stand directly on top of the location they are placing their item
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
Can now specify whether buildings should be constructed or not when spawning them via the debug menu
Item placement skips rotation placement (rotation is driven by placement parameters)
Item preview is now instantiated from the current item view (fixes torch placement preview having a light enabled when held torch isn't lit)
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
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
More item placement stuff, reverted to command generation method that I accidentally broke earlier
Some more trap logic
Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)
More item placement stuff (chalk material, colour changes, better cancel placement)
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
Basic first pass on better item placement logic
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
Some WIP volume settings in the options menu
Exposed Music, Effects and UI volume control
Can mute or double the default volume for each volume control
Units no longer play the getup animation when seen in the unit portrait manager
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
Items in a container (backpack) will now appear in the radial menu
Pause menu now actually pauses the game
More spinner module stuff
A new padding module with two spinners
Fixed no race selected on tribe spawner in nospawns
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
Tooltip widget now positions while animating, fixes that weird hitch on the tooltip when you mouse over something
Added a machine fallback to the CreateMachineProcessActionDesireProcess (fixes not being able to give a player command to burn an item on a campfire)
Added a distance consideration to the GoSwimming goal plan so that swimming while idle is a bit less common (might need some tuning)
Construction skill now gets raised when depositing items to a building in construction (skill gain was tied to old construction system)
Random destination selector will now fail if it couldn't find a destination (fixes units trying to swim at 0,0,0 on island_01)
Added the ability for Selectors to Hide from UI on fail like Conditions
Go Home ability now hides from ui while unit is sleeping (since we can't calculate if a valid path home exists while the unit is sleeping)
Calls to IsValidDestination on sleeping units will now fail nicer and not throw error logs
Turned off Ignore Carried Items flag on Acquire Materials For Fire filter (this means that if the unit is holding a branch from a previous task, it will be used for fires as expected rather than being ignored and the unit collecting and feeding the fire with one arm while holding a branch)
IsHolding on Items can now optionally check LShoulder, RShoulder or Chest attachment points as well as hands (hands-only check is the default)
A unit going to sleep will now drop or stow held items in Chest, LShoulder or RShoulder slots, prevents weird holding animations being run while sleeping
Fixed ItemsBuffer in Items not being cleared between various methods
Added an confirmation prompt for quitting the game
Added a confirmation prompt for loading a game while a session is already in progress
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
FaceTargetLoop will now break if the unit has stopped facing the target for any other reason (face target on unit view was being disabled if a unit was moving, which gets triggered if the unit gets bumped by another unit)
This should fix animals getting stuck if they are bumped while facing taget