270 Commits over 276 Days - 0.04cph!
started experimenting with sound for the jump/long jump
sprint is more responsive
fixed flying while climbing bug
I think this is fixed but keep an eye on it, was doing an or when it
should have been an and going into a branch for determine in air
fixed climbing on lantern bug, added graphic for keyboard input
was actually grabbing space between two meshes, now there's a check to
see if there is enough space for player's fingers
improved position of torch IK
just needed a slight bend in the elbow so it didnt look so rigid :P
fixing spelling mistake
will make what's new page in umg next time
added lights to last module and added another new one
improved functionality of moving mesh actor, made another module with moving platforms
few modifications to some modules
whats new screen doesn't show in editor, made ledge grab range a little bigger
added whats new image that plays first time you open the game, changed version number, removed unused light in main scene
fixing bug when player is rotated when climbing and locking on
added lights to a module without them, modfied P_Module_19 so you couldn't cheat it with a wall climb
bunch of new modules, got rid of connection modules in beginning
decided to just make the connection modules I made part of the pad
module array, didn't like the fact that it was no longer random
control module 5, some cleaning up for key interaction
more work on climbing stuff, trying to remove more jank
updated more mesh lighting channel stuff for hero modules and all moving spike traps require jump over them instead of sometimes dodge
fixed some issues with getting hit while climbing
tod manager added to main umap
all meshes are now affected by lighting channel 0, removed push slugs for now, disabled climbing actions for AI
fixed another falling damage bug, added image to show controls on main menu
after controlled modules run out, normal floors start to spawn
fall damage
if in air for more than 2.2 secs you die on landing
knee climb works a little more smoothly
can do it from mid air if the distance off ground is small enough
fixed issues happening when repeatedly hitting jump while climbing
some more changes to climbing, limited character rotation control while in air
final push
working pretty well, still gets all jacked up if you mash on the jump
button while trying to climb, will sort it out tomorrow
cleaning off some more jank
wall trace was sometimes not hitting the wall i was trying to climb
no more ledge collision channel, can now climb on any static mesh that generates overlap events
smoothing out a few more things
more improvements to climbing
no more wall running, can now get up smaller platforms, fixed bug allowing you to climb on other characters
made long jump window little longer
tweaked sprint a tad, max run speed slows down slower and speeds up faster
this is so players can hold sprint before a jump release it to hit the
jump button and not lose too much speed too fast
can now run up walls and knee climb over ledge
animations need a lot of work, but basically functionality is there
some more jump stuff and modifications to some modules to account for new jump
more jump timing stuff and some other animation fixes
adding more of a timing window for big jump
added back in is editor, modified jump
there are now two types of jumps, first jump allows you to move while in
the air and when you land. Jumping again while still in the landing
animation of the previous jumps allows you to jump higher/farther but
takes away air control and momentum when landing
started working on new jumping system