branchEphyra/mastercancel

360 Commits over 276 Days - 0.05cph!

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