803 Commits over 2,649 Days - 0.01cph!
added breakable barrels, another module, keys can spawn in chests and barrels
Hooked back up ai spawning, key spawning, and other floor functions and made nessessary modifications to make everything work with new floor
tunring off some unessary debug stuff
changed module type to an enum rather than a bunch of bools, neater that way, print screen when we dont have module for desired module type
starting to implement new floor spawning system based on difficulty curve and module attributes
bunch of reorganizing and entering info for all modules
if the info gets reset after restarting the editor I might cry
fixed not being able to pick up keys, and reduced size of ledge trace sphere a tad
moving meshes push character more smoothly now, can climb on moving meshes for the most part still has some jank to work out though
shield and belt items didn't have sufficient item info to equip properly
just making a struct for some sort of module rating system
set owner before interacting with interactable object
had to hit open on a gate twich before
if we switch to a belt item we can't throw while throw aiming stop throw aiming
redid and moved belt item switching to character base
move inventory work, will now unsheath weapon if there are no more belt items to switch to after using belt item
few more things
everything should be hooked up again
moved all equip logic to character base, a lot of clean up, still more to go
started reworking some interaction stuff
few more jumping sound changes
some modifications to climbing values, would sometimes grab ledge when it was too low
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