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873 Commits over 2,741 Days - 0.01cph!

7 Years Ago
some more adjustments
7 Years Ago
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
7 Years Ago
added sliding sound, can only slide on bp_sliding mesh actors, increased jump power from slide
7 Years Ago
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
7 Years Ago
unsaved stuff
7 Years Ago
added sliding for sloped platforms still a little janky, still needs more work
7 Years Ago
unsaved stuff
7 Years Ago
more modules, other random fixes
7 Years Ago
new module with spike blocks
7 Years Ago
fixing some issues with damaging moving meshes
7 Years Ago
bp_movingmesh can now damage, added spikeblock obstacle
7 Years Ago
more modules, allow for width/length in firetrap array, first two floors are always all platforming
7 Years Ago
fixed bug that let you move while frozen
7 Years Ago
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
7 Years Ago
added some more flexibility to fire trap, new module
7 Years Ago
hit boxes for barrels are larger, fixed bug in get difficulty function, more controlled module type selection
7 Years Ago
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
7 Years Ago
moving more logic from bp_floor to game state
7 Years Ago
move module arrays to game state, ended up breaking the debug module a little in the process though :(
7 Years Ago
upgrade to 4.18 everything seems to be fine so far, had to redo some destructable mesh stuff but thats it
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