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803 Commits over 2,649 Days - 0.01cph!

7 Years Ago
unsaved stuff
7 Years Ago
fixed issue with getting frozen while climbing
7 Years Ago
fixed climbing bug
7 Years Ago
messed with difficulty again felt better before, turned of debug P input
7 Years Ago
crunched difficulty curve a bit, fixed module that dipped below kill volume, hooked back up some logic in player controller difficulty curve crunched to expect best scores to be around 15, need to get rid of kill volume and instead kill player after they've been in air for x secs (will do after playtest)
7 Years Ago
changed version number
7 Years Ago
dressed up the whats new widget a little more
7 Years Ago
sped up climbing animations slightly, fixed issue when removing recent modules, barrels now only take on hit, other minor module stuff
7 Years Ago
new module, changed fire trap to check overlap with character's capsule component specifically fire trap was overlapping with the ledge sphere collision
7 Years Ago
sped up dodge
7 Years Ago
fixed bug that prevented a lot of modules from spawning, some subtle tweaks to existing modules
7 Years Ago
some more tweaks to gate trace and changes to modules where there were issues
7 Years Ago
added trace in front of potential gate spawn to make sure there is room for the next floor when the gate is opened
7 Years Ago
ai spawners set to always spawn now always spawn, increased length of recent module array
7 Years Ago
more lights, removed push slugs from possible ai to spawn key on and turned off camera collision for their mesh
7 Years Ago
more minor module tweeks
7 Years Ago
more minor changes to exist modules some sound adjustments for free traps
7 Years Ago
more modules, small changes to some existing modules, etc
7 Years Ago
more bug stuff
7 Years Ago
further trying to fix key spawning in unreachable place
7 Years Ago
trying to fix some weird key spawning stuff
7 Years Ago
unsaved stuff
7 Years Ago
played with some attack hold values for dagger guy and sword guy
7 Years Ago
fixed some issues with jumping while throw aiming and landing while left trigger is held
7 Years Ago
one more range guy fix
7 Years Ago
store dagger on holster instead of belt for melee guy, moved candles, moves switch weapon to character base was trying to get the ai to used switch weapon, which plays sheath/unsheath animations, but i dont think the behavior trees support a inventory movement state yet
7 Years Ago
still alignment issues but now i think its fixed!
7 Years Ago
turned off debug trace and I think i fixed the misaligned module stuff
7 Years Ago
added branches back in not spawning or animating to the right z height though :(
7 Years Ago
fixed issue with check that there's room for character's fingers when grabbing ledge
7 Years Ago
fixed strafe animation not playing when aiming throwable item, iscarryingtorch set to false when torch breaks in character's hand
7 Years Ago
some unsaved stuff
7 Years Ago
added rotation to moving mesh obstacle, doesn't work with climbing yet
7 Years Ago
barrels break from bombs
7 Years Ago
unsaved stuff
7 Years Ago
fixed keys spawning weirdly when ai's last on ground positon was on a child actor
7 Years Ago
can now switch weapons while moving looks a little weird sometimes but with proper animations it should work fine
7 Years Ago
more modules, can now move while throw aiming, some climbing adjustments got rid of ready throw montage and just have it go into strafe movment when aiming, also slowed down walk speed while throw aiming
7 Years Ago
turning off debug lines
7 Years Ago
unsaved stuff more modules and unsaved stuff
7 Years Ago
storing recently spawned modules and removing them from master module array in floor, helps reduce repetition
7 Years Ago
added some modules, can't stagger while climbing, moved give item to characterbase
7 Years Ago
can now long jump as soon as character lands
7 Years Ago
finally found the climbing/flying bug TurnToFaceInputDirection could still be fired while climbing and jumping
7 Years Ago
fixed gate not disabling new collision, added loot spawner actor in place of chests in all modules, key goes to random loot spawner or AI fixed keys sometimes spawning in ground when coming from barrel
7 Years Ago
fixed an error that was popping up in RemoveEffectVisual and additional freeze particles spawn for each freeze
7 Years Ago
unsaved stuff
7 Years Ago
added loot spawner not on any modules yet but can be set to spawn a certain type of loot or set it to random, when set to barrels it spawns a random number of barrels at semi random positions
7 Years Ago
cleaned up weapon base, can now hit multiple actors in one swing feels better
7 Years Ago
work on preventing overlapping modules, adjustment to gates so they don't hang over edge weirdly Was hoping I could come up with a solution to automatically have the module base destermine the boundries of itself but I don't think there is any way around placing a collision box by hand for each module. Get actor bounds works a lot of the time, but as soon as the module actor is rotated or the module is not a overall box shape it doesnt give an accurate enough boundry.