branchEphyra/mastercancel

360 Commits over 276 Days - 0.05cph!

7 Years Ago
Fixed Whats New Menu option not fading out properly Also fixed whats new showing every boot
7 Years Ago
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
7 Years Ago
fixing spelling mistake will make what's new page in umg next time
7 Years Ago
Replaced some IsStandalone checks with IsRunningInEditor Pretty sure IsStandalone will always be true in this game (we have no MP)
7 Years Ago
added lights to last module and added another new one
7 Years Ago
improved functionality of moving mesh actor, made another module with moving platforms
7 Years Ago
few modifications to some modules
7 Years Ago
whats new screen doesn't show in editor, made ledge grab range a little bigger
7 Years Ago
added whats new image that plays first time you open the game, changed version number, removed unused light in main scene
7 Years Ago
Added a really dull light to the player at night Parented to camera, should be really subtle
7 Years Ago
Fixed AI's getting stuck after being staggered
7 Years Ago
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
7 Years Ago
Disabled physics bone animations Think this is what was causing bad hit detection during combos
7 Years Ago
fixing bug when player is rotated when climbing and locking on
7 Years Ago
added lights to a module without them, modfied P_Module_19 so you couldn't cheat it with a wall climb
7 Years Ago
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
7 Years Ago
control module 5, some cleaning up for key interaction
7 Years Ago
more work on climbing stuff, trying to remove more jank
7 Years Ago
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
7 Years Ago
New wall torch
7 Years Ago
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
7 Years Ago
missed a spike trap
7 Years Ago
updated more mesh lighting channel stuff for hero modules and all moving spike traps require jump over them instead of sometimes dodge
7 Years Ago
fixed some issues with getting hit while climbing
7 Years Ago
tod manager added to main umap
7 Years Ago
all meshes are now affected by lighting channel 0, removed push slugs for now, disabled climbing actions for AI
7 Years Ago
fixed another falling damage bug, added image to show controls on main menu
7 Years Ago
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
7 Years Ago
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.
7 Years Ago
after controlled modules run out, normal floors start to spawn
7 Years Ago
fall damage if in air for more than 2.2 secs you die on landing
7 Years Ago
knee climb works a little more smoothly can do it from mid air if the distance off ground is small enough
7 Years Ago
fixed issues happening when repeatedly hitting jump while climbing
7 Years Ago
some more changes to climbing, limited character rotation control while in air
7 Years Ago
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
7 Years Ago
Reparented torch to shield Shield breaks on first hit but blocks damage
7 Years Ago
TOD items get notifications when the game starts
7 Years Ago
More TOD stuff
7 Years Ago
More TOD stuff
7 Years Ago
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
7 Years Ago
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
7 Years Ago
cleaning off some more jank wall trace was sometimes not hitting the wall i was trying to climb
7 Years Ago
no more ledge collision channel, can now climb on any static mesh that generates overlap events
7 Years Ago
bit more jank
7 Years Ago
more smoothing out
7 Years Ago
smoothing out a few more things
7 Years Ago
more improvements to climbing
7 Years Ago
no more wall running, can now get up smaller platforms, fixed bug allowing you to climb on other characters
7 Years Ago
Time now increments 2 hours if a gate is opened Slowed down time movement Some cleanup
7 Years Ago
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