360 Commits over 276 Days - 0.05cph!
Fixed Whats New Menu option not fading out properly
Also fixed whats new showing every boot
Reworked What's New screen to be more dynamic and have gifs!!
Seriously, gifs!
Can also now open the What's New screen again after closing it
fixing spelling mistake
will make what's new page in umg next time
Replaced some IsStandalone checks with IsRunningInEditor
Pretty sure IsStandalone will always be true in this game (we have no MP)
added lights to last module and added another new one
improved functionality of moving mesh actor, made another module with moving platforms
few modifications to some modules
whats new screen doesn't show in editor, made ledge grab range a little bigger
added whats new image that plays first time you open the game, changed version number, removed unused light in main scene
Added a really dull light to the player at night
Parented to camera, should be really subtle
Fixed AI's getting stuck after being staggered
Tweaked stagger behaviour
Character now stores an attack counter, goes up each time the character attacks
AI can now no longer be staggered if they haven't done an attack since their last stagger
Disabled physics bone animations
Think this is what was causing bad hit detection during combos
fixing bug when player is rotated when climbing and locking on
added lights to a module without them, modfied P_Module_19 so you couldn't cheat it with a wall climb
bunch of new modules, got rid of connection modules in beginning
decided to just make the connection modules I made part of the pad
module array, didn't like the fact that it was no longer random
control module 5, some cleaning up for key interaction
more work on climbing stuff, trying to remove more jank
Added light sources to all of the hero modules
Made nighttime slightly brighter
Added attack anticipation events to the dagger combo
Added a light source to keys that turns on at night
Wall torches now randomly offset their starting timeline point
Looks a lot better when there's more of them on screen
Added an IsHeld bool and an OnEquipped method to Interactableitem
Fixes key lighting staying enabled while key is on belt
Cleaned up some logs
Added a pickupable torch to each gate at night
Also fixed some init order issues
Tweaked slug collision channels
Weapon collision rework broke slug collisions, so the slug now has a large box collider for weapon impacts
updated more mesh lighting channel stuff for hero modules and all moving spike traps require jump over them instead of sometimes dodge
fixed some issues with getting hit while climbing
tod manager added to main umap
all meshes are now affected by lighting channel 0, removed push slugs for now, disabled climbing actions for AI
fixed another falling damage bug, added image to show controls on main menu
Added light sources to a bunch of modules
Covered most fo the padding modules
Also added some light sources to gates so any modules I haven't gotten to yet should have at least some light
Fixed some errors in the main scene because of TOD stuff
Fixed characters dying from fall damage every time they are damaged by any source
OnLanded was being called when a character gets attacked? Put a bool in the left ground events to make sure we only recognize a landing if we've recognized a fall.
after controlled modules run out, normal floors start to spawn
fall damage
if in air for more than 2.2 secs you die on landing
knee climb works a little more smoothly
can do it from mid air if the distance off ground is small enough
fixed issues happening when repeatedly hitting jump while climbing
some more changes to climbing, limited character rotation control while in air
Fixed weird directional light angle
Time of Day manager now has a IsNight method for more consistent night behaviour
Chest now drops a torch if it's night time
Reparented torch to shield
Shield breaks on first hit but blocks damage
TOD items get notifications when the game starts
TOD Stuff
Neon materials
TOD Manager now has access to the post process volume and changes bloom intensity over time (need bloom at night for neon)
More neon stuff
final push
working pretty well, still gets all jacked up if you mash on the jump
button while trying to climb, will sort it out tomorrow
cleaning off some more jank
wall trace was sometimes not hitting the wall i was trying to climb
no more ledge collision channel, can now climb on any static mesh that generates overlap events
smoothing out a few more things
more improvements to climbing
no more wall running, can now get up smaller platforms, fixed bug allowing you to climb on other characters
Time now increments 2 hours if a gate is opened
Slowed down time movement
Some cleanup
More time of day stuff
Added an event receiver to get time updates on any actor
Wall torch now turns off during the day and turns on at night