branchEphyra/mastercancel

360 Commits over 276 Days - 0.05cph!

6 Years Ago
more lights, removed push slugs from possible ai to spawn key on and turned off camera collision for their mesh
6 Years Ago
more minor module tweeks
6 Years Ago
more minor changes to exist modules some sound adjustments for free traps
6 Years Ago
more modules, small changes to some existing modules, etc
6 Years Ago
Added a light source to the fire trap Some more info on Debug Widget Lists what modules ahve been spawned as well as how many m,odules haven't been seen in this run. Also added a custom spectator pawn so we can see the debug widget when running the game with simulate.
6 Years Ago
Time of Day system now cycles through glow colours +More Time of Day value tweaks
6 Years Ago
Increased burn damage on AI Units, breaking a torch now sets the attacking unit on fire
6 Years Ago
more bug stuff
6 Years Ago
further trying to fix key spawning in unreachable place
6 Years Ago
trying to fix some weird key spawning stuff
6 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
7 Years Ago
Trying to fix broken build
7 Years Ago
fixed strafe animation not playing when aiming throwable item, iscarryingtorch set to false when torch breaks in character's hand
7 Years Ago
Combat animation changes Melee bots will now finish their attack instead of stopping mid-animation Override attack anims on AI characters are now an array that gets used randomly New combo for Sword guy MovementState is now set through a method on CharacterBase, not by directly setting the variable (makes debugging easier) Added a new combo montage for the sword guy, randomly picks between that and the old behaviour Fixed being able to climb on other unts Added a GetAllActorsOfClass to DoLedgeTrace which is probably bad for performance - I think this was a recent regression (last successful steam build doesn't have this issue) so not entirely sure what's changed. New combo for big sword guy Just one attack, his size makes it difficult for animations to work (swings above players head, sword hits ground,etc) Barrels can now burn Wooden shields can now be set on fire and destroyed by fire Status Effects applied to an actor are now automatically applied to any attached actors, so wooden shield gets set on fire when the holder is set on fire.
7 Years Ago
Grenades now do x3 damage when used by the player
7 Years Ago
some unsaved stuff
7 Years Ago
added rotation to moving mesh obstacle, doesn't work with climbing yet
7 Years Ago
barrels break from bombs
7 Years Ago
unsaved stuff
7 Years Ago
fixed keys spawning weirdly when ai's last on ground positon was on a child actor
7 Years Ago
can now switch weapons while moving looks a little weird sometimes but with proper animations it should work fine
7 Years Ago
more modules, can now move while throw aiming, some climbing adjustments got rid of ready throw montage and just have it go into strafe movment when aiming, also slowed down walk speed while throw aiming
7 Years Ago
turning off debug lines
7 Years Ago
unsaved stuff more modules and unsaved stuff
7 Years Ago
storing recently spawned modules and removing them from master module array in floor, helps reduce repetition
7 Years Ago
added some modules, can't stagger while climbing, moved give item to characterbase
7 Years Ago
Some effect visual stuff Added exposed interval and initial delay controls to fire trap
7 Years Ago
can now long jump as soon as character lands
7 Years Ago
finally found the climbing/flying bug TurnToFaceInputDirection could still be fired while climbing and jumping
7 Years Ago
fixed gate not disabling new collision, added loot spawner actor in place of chests in all modules, key goes to random loot spawner or AI fixed keys sometimes spawning in ground when coming from barrel
7 Years Ago
fixed an error that was popping up in RemoveEffectVisual and additional freeze particles spawn for each freeze
7 Years Ago
Fire trap now deals damage
7 Years Ago
Unsaved stuff
7 Years Ago
More level/floor cleanup
7 Years Ago
More floor overlap logic -Added a Box Overlap with Rotation node to the function library -Back to using classes and not spawning/destroying modules (old logic is still in place) -Filled in data for the new corner module -Can turn on debug mode on Gate to auto-generate a level (good for simulating level gen without having to play) -Fixed a bunch of AI stuff throwing exceptions while game is running in simulate mode -New floor logic works from an array of connectors so all of the possible connections on a module should be evaluated
7 Years Ago
unsaved stuff
7 Years Ago
added loot spawner not on any modules yet but can be set to spawn a certain type of loot or set it to random, when set to barrels it spawns a random number of barrels at semi random positions
7 Years Ago
cleaned up weapon base, can now hit multiple actors in one swing feels better
7 Years Ago
work on preventing overlapping modules, adjustment to gates so they don't hang over edge weirdly Was hoping I could come up with a solution to automatically have the module base destermine the boundries of itself but I don't think there is any way around placing a collision box by hand for each module. Get actor bounds works a lot of the time, but as soon as the module actor is rotated or the module is not a overall box shape it doesnt give an accurate enough boundry.
7 Years Ago
Added a fire trap that burns actors
7 Years Ago
More status effect reworks -Particle FX and SFX are now stored on the effects manager and are spawned/removed by the manager -Can now specify per-actor what effects are valid -Added a burning effect with FX, no in-game way to triggger it right now
7 Years Ago
Fixed wrong equip slot on torch