360 Commits over 276 Days - 0.05cph!
added breakable barrels, another module, keys can spawn in chests and barrels
Hooked back up ai spawning, key spawning, and other floor functions and made nessessary modifications to make everything work with new floor
Removed some logs
Modules can now set a prerequisite module
A module won't be spawned until the player has seen the prerequisite module.
Modules encountered by the player are counted and stored in the Stats class
tunring off some unessary debug stuff
changed module type to an enum rather than a bunch of bools, neater that way, print screen when we dont have module for desired module type
starting to implement new floor spawning system based on difficulty curve and module attributes
Refactored exisitng freeze effect into a new StatusEffectsManager
Should be able to support more status effects going forward (poisoned/on fire/electrocuted/etc) and allows for status effects to be applied to non-character actors.
Added the manager to the spinning trap, so freeze grenades will now freeze it's movement for 10 seconds.
bunch of reorganizing and entering info for all modules
if the info gets reset after restarting the editor I might cry
Hopefully fixed build errors in ItemInfo struct
Might explain weird data loss on interactable items
Fixed a bunch of items with incorrect iteminfo
Affected shields, keys and grenades
Fixed unit "hopping" when hit
IsInAir on AnimBP will now be false if the character is being pushed
fixed not being able to pick up keys, and reduced size of ledge trace sphere a tad
moving meshes push character more smoothly now, can climb on moving meshes for the most part still has some jank to work out though
shield and belt items didn't have sufficient item info to equip properly
Really WIP weapon switching and better flee management for AI's
Should only affect ranged enemies, probably still has issues
just making a struct for some sort of module rating system
set owner before interacting with interactable object
had to hit open on a gate twich before
if we switch to a belt item we can't throw while throw aiming stop throw aiming
redid and moved belt item switching to character base
move inventory work, will now unsheath weapon if there are no more belt items to switch to after using belt item
DeathVolume now destroys any items that fall off the world
Also fixed bombs not flying correctly if the player throws them off the world and bombs not cleaning up their decal if they miss their target
First pass on a system for detecting active module overlaps
Still has some rotation/detection issues and isnt working on ghosted modules, but it's a start
Brightened night-time, fixed ai not dropping keys
few more things
everything should be hooked up again
moved all equip logic to character base, a lot of clean up, still more to go
started reworking some interaction stuff
Fix PlayerController consuming inputs on gamepad
few more jumping sound changes
some modifications to climbing values, would sometimes grab ledge when it was too low
started experimenting with sound for the jump/long jump
sprint is more responsive
fixed flying while climbing bug
I think this is fixed but keep an eye on it, was doing an or when it
should have been an and going into a branch for determine in air
fixed climbing on lantern bug, added graphic for keyboard input
was actually grabbing space between two meshes, now there's a check to
see if there is enough space for player's fingers
improved position of torch IK
just needed a slight bend in the elbow so it didnt look so rigid :P
Can now toggle the debug view with f9
Hopefully fixed player movement breaking when frozen in mid-air
Clamped hieght of dropped keys so that they should reliably appear above the ground
Player will now automatically equip starting items after first run
Game restart logic now happens in GameInstance, session management should probably live there
Fixed being able to open a chest while standing on top of it
Refactored some Interactable logic to make it easier to put a different interactable primitive trigger on an object. To put a new trigger:
Make a new primitive and override: GetInteractableTrigger
Subsciribe to the Begin/End Overlap events for the new trigger
Look at LootChest to see an example, made a new box collider for the cehst so it can only be opened from the front (not top or back)
Started detecting gamepad/mouse keyboard changes
Internal logic in place, just needs new assets
Player now holds torch steady in front of body