803 Commits over 2,649 Days - 0.01cph!
fixed issue with getting frozen while climbing
messed with difficulty again felt better before, turned of debug P input
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)
dressed up the whats new widget a little more
sped up climbing animations slightly, fixed issue when removing recent modules, barrels now only take on hit, other minor module stuff
new module, changed fire trap to check overlap with character's capsule component specifically
fire trap was overlapping with the ledge sphere collision
fixed bug that prevented a lot of modules from spawning, some subtle tweaks to existing modules
some more tweaks to gate trace and changes to modules where there were issues
added trace in front of potential gate spawn to make sure there is room for the next floor when the gate is opened
ai spawners set to always spawn now always spawn, increased length of recent module array
more lights, removed push slugs from possible ai to spawn key on and turned off camera collision for their mesh
more minor changes to exist modules
some sound adjustments for free traps
more modules, small changes to some existing modules, etc
further trying to fix key spawning in unreachable place
trying to fix some weird key spawning stuff
played with some attack hold values for dagger guy and sword guy
fixed some issues with jumping while throw aiming and landing while left trigger is held
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
still alignment issues but now i think its fixed!
turned off debug trace and I think i fixed the misaligned module stuff
added branches back in
not spawning or animating to the right z height though :(
fixed issue with check that there's room for character's fingers when grabbing ledge
fixed strafe animation not playing when aiming throwable item, iscarryingtorch set to false when torch breaks in character's hand
added rotation to moving mesh obstacle, doesn't work with climbing yet
fixed keys spawning weirdly when ai's last on ground positon was on a child actor
can now switch weapons while moving
looks a little weird sometimes but with proper animations it should work
fine
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
unsaved stuff
more modules and unsaved stuff
storing recently spawned modules and removing them from master module array in floor, helps reduce repetition
added some modules, can't stagger while climbing, moved give item to characterbase
can now long jump as soon as character lands
finally found the climbing/flying bug
TurnToFaceInputDirection could still be fired while climbing and jumping
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
fixed an error that was popping up in RemoveEffectVisual and additional freeze particles spawn for each freeze
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
cleaned up weapon base, can now hit multiple actors in one swing
feels better
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.