360 Commits over 276 Days - 0.05cph!
more lights, removed push slugs from possible ai to spawn key on and turned off camera collision for their mesh
more minor changes to exist modules
some sound adjustments for free traps
more modules, small changes to some existing modules, etc
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.
Time of Day system now cycles through glow colours
+More Time of Day value tweaks
Increased burn damage on AI Units, breaking a torch now sets the attacking unit on fire
further trying to fix key spawning in unreachable place
trying to fix some weird key spawning stuff
played with some attack hold values for dagger guy and sword guy
fixed some issues with jumping while throw aiming and landing while left trigger is held
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
still alignment issues but now i think its fixed!
turned off debug trace and I think i fixed the misaligned module stuff
added branches back in
not spawning or animating to the right z height though :(
fixed issue with check that there's room for character's fingers when grabbing ledge
Trying to fix broken build
fixed strafe animation not playing when aiming throwable item, iscarryingtorch set to false when torch breaks in character's hand
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.
Grenades now do x3 damage when used by the player
added rotation to moving mesh obstacle, doesn't work with climbing yet
fixed keys spawning weirdly when ai's last on ground positon was on a child actor
can now switch weapons while moving
looks a little weird sometimes but with proper animations it should work
fine
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
unsaved stuff
more modules and unsaved stuff
storing recently spawned modules and removing them from master module array in floor, helps reduce repetition
added some modules, can't stagger while climbing, moved give item to characterbase
Some effect visual stuff
Added exposed interval and initial delay controls to fire trap
can now long jump as soon as character lands
finally found the climbing/flying bug
TurnToFaceInputDirection could still be fired while climbing and jumping
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
fixed an error that was popping up in RemoveEffectVisual and additional freeze particles spawn for each freeze
Fire trap now deals damage
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
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
cleaned up weapon base, can now hit multiple actors in one swing
feels better
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.
Added a fire trap that burns actors
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
Fixed wrong equip slot on torch