873 Commits over 2,741 Days - 0.01cph!
changed jump slide jump behavior, increased stamina to jump
can now jump multiple times in one slide but there is a delay after you
go into the slide so you can't spam jump
added sliding sound, can only slide on bp_sliding mesh actors, increased jump power from slide
fixed some sliding jank
normal detection when player slowly walks over edge flutters a bit
causing jankiness, ended up giving the player a little push to get over
the problem area
added sliding for sloped platforms
still a little janky, still needs more work
more modules, other random fixes
new module with spike blocks
fixing some issues with damaging moving meshes
bp_movingmesh can now damage, added spikeblock obstacle
more modules, allow for width/length in firetrap array, first two floors are always all platforming
fixed bug that let you move while frozen
adjusted rotation rate while landing, turned off some debug stuff, disabled TurnToFaceInputDirection
I dont think TurnToFaceInputDirection was working correctly, if i had my
character run towards the camera and then attack he would turn 180 and
attack, if I had him running left or right relative to the camera he
would attack backwards? Feels more predictable without it for now
added some more flexibility to fire trap, new module
hit boxes for barrels are larger, fixed bug in get difficulty function, more controlled module type selection
no longer movement locked after land long jump, on ground rotation rate increased
trying to make movement feel a little more agile to improve feel of
platforming/exploration
moving more logic from bp_floor to game state
move module arrays to game state, ended up breaking the debug module a little in the process though :(
upgrade to 4.18
everything seems to be fine so far, had to redo some destructable mesh
stuff but thats it
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