3,894 Commits over 823 Days - 0.20cph!
Improve Ground Slam, stops the player in the air first
PlayerPusher, PlayerCrusher, Kill, Respawn
Remove debugs
Use Player.Velocity instead for a bunch of things
Add MovingPlatform
New test map
Basic implementation for Inheriting ground object velocity
Fixed fake shadow decal cutoff/depth
Work on pickup collectibles
Air dash is relative to input direction, not facing direction
Trace to camera direction to try to avoid walls
Trying to simplify this code
Fixed motion data returning crazy values if something went wrong, or we don't have the hardware
Expose OnPlayerLanded event instead of checking on update in every ability that needs to know
More control over heights
Add ducking, camera follows character height loosely
Play specific landing sounds based on speed
Player footsteps, double jump sound and effects
Ability, DoubleJumpAbility - testing the waters for a good enough API for this
Impulse
Improve third person camera
Only turn on player's camera if in control
NetworkHelper, PlayerDresser
Add basic movement, third person camera
A new start, reformat project in scene
Split this out a bit better
Add Career page, show player and weapon stats all in one place
Add PlayerStatsRule which gives a more general overview, kills, deaths, and headshot kills
WeaponStats will additionally record headshots per weapon too
Start collecting kills stats per weapon
Too many errors from this
Stop-gap fix until I suss out why maps are referencing their own game projects, and having projects download their cloud version on startup
Moved game setup prefab on Refinery
Fade in GameHUD too
Added volumetric fog to main menu
UI buttons defined as an "action" will play a different click sound
Replace UI press sound as well
SoundEmitter can specify a target mixer
Main menu music uses "Music" mixer so it can be tweaked
Add camera shake to main menu, replaced ui button hover sound
Made some style changes to RoundState
Moved minimap, chat back to where they were before hack week
Framing out a respawning framework for gamemodes to decide respawn behavior
Adjust MainHUD so a bunch of UI elements can be displayed while we don't have a pawn, including toasts, round info, kill feed, voices, scoreboard
Can define default respawn state
Added PlayerInputRespawner
Update Game_setup.prefab
Default respawn state is delayed
Removed some main menu lines
Use M700 worldmodel correctly
Made some changes to how we're loading remote packages from map file references, do it on project startup instead of when opening map, removed AssetResolverWindow as it's not needed anymore. Will keep an eye on this
This should resolve issues when using remote packages in hammer maps
- Everything would be an error until you opened the map in hammer
- On restart, a big majority of the assets would get cleared out and you'd have to re-open in hammer again
- Hammer should open maps with lots of references faster (Construct 3 mins to 20 seconds, HC1 Refinery 2 mins to 15 seconds)
Update a couple of weapon prefabs
Use LineBBox in Zone, so much less noise in the Scene view