360 Commits over 276 Days - 0.05cph!
more prototype enemy animation tests
hooking some stuff back up to make version on steam more playable
some other wip stuff too
Potentially fixed a bad angle calculation in CalculateAttackAngle
playing around with AI
if a character hits another character's shield it will cause them to
stagger, this should encourage players to look for openings rather than
jamming on attack
figuring out how to get custom skeletal meshes and animations in
changing seed and hooking branches back up
can't figure out why build seed is different than editor but hopefully
its consistent on build
turning off branches, i think its messing up the seed some how
disable whats new menu, changed version number
another try at fixing seed inconsistency between editor and packaged
seed still different in packaged build?
fixing seed inconsistency
still trying to fix build issue
more work on getting leaderboard working, still getting build failures...
updating leaderboard plugin
fixed characters not ragdolling after falling death
fixed issue with hinge door traps, nav mesh bug, slowed down tod change, other stuff i cant remeber
range guys won't switch to melee unless your within 20 units of thier z location, new module
more ai clean up, removed some actors from being read by nav mesh, fixed ai freezing issue, made branches more rare
more ai stuff
range guys no longer run, they will just pull out their dagger when you
get close
farting around with some ai nav stuff
fixed issue with seed spitting out inconsistent results
stop AI from jumping into roof, various module stuff, branches back in, etc
fixed some falling to death bugs, adjusted some values with nav mesh
fixed nav mesh not rebuilding on main map, added acceptable radious variable to custom ai moveto task
allowing them to jump off a higher ledge
turned off some debug stuff and few more unsaved things
still has its fair bit of jank but started giving ai ability to walk off and climb ledges
fixed issue with ai spinning when trying to strafe
Added a wip kick move for sword guys
Added a smoke teleport ability to the ranged enemy
Fixed AI getting stuck in attacking state
GoIdle animation event was being ignored if the unit was attacking, which prevented AI from switching to Idle
fixed bug with fire traps
fixing another climbing issue
some bug fixes with climbing and falling deaths
got rid of death volume, character will know die after falling x seconds, still buggy though
fixing some inconsistencies with seeded runs, added lights to a bunch of modules, other random stuff
fixed rotation issue when sliding
turning off some debug stuff
making every random aspect determined by seed, some ladder stuff
more modules, fixing a sliding issue
turning off some debug text
sliding speed slowly builds
more ladder stuff, mostly functional needs a little more work in construction graph