repoEphyracancel

360 Commits over 276 Days - 0.05cph!

7 Years Ago
added breakable barrels, another module, keys can spawn in chests and barrels
7 Years Ago
Hooked back up ai spawning, key spawning, and other floor functions and made nessessary modifications to make everything work with new floor
7 Years Ago
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
7 Years Ago
unsaved stuff
7 Years Ago
tunring off some unessary debug stuff
7 Years Ago
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
7 Years Ago
starting to implement new floor spawning system based on difficulty curve and module attributes
7 Years Ago
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.
7 Years Ago
unsaved stuff
7 Years Ago
bunch of reorganizing and entering info for all modules if the info gets reset after restarting the editor I might cry
7 Years Ago
Hopefully fixed build errors in ItemInfo struct Might explain weird data loss on interactable items
7 Years Ago
Fixed a bunch of items with incorrect iteminfo Affected shields, keys and grenades
7 Years Ago
Fixed unit "hopping" when hit IsInAir on AnimBP will now be false if the character is being pushed
7 Years Ago
unsaved stuff
7 Years Ago
fixed not being able to pick up keys, and reduced size of ledge trace sphere a tad
7 Years Ago
no more jank
7 Years Ago
moving meshes push character more smoothly now, can climb on moving meshes for the most part still has some jank to work out though
7 Years Ago
shield and belt items didn't have sufficient item info to equip properly
7 Years Ago
Really WIP weapon switching and better flee management for AI's Should only affect ranged enemies, probably still has issues
7 Years Ago
unsaved stuff
7 Years Ago
just making a struct for some sort of module rating system
7 Years Ago
set owner before interacting with interactable object had to hit open on a gate twich before
7 Years Ago
if we switch to a belt item we can't throw while throw aiming stop throw aiming
7 Years Ago
redid and moved belt item switching to character base
7 Years Ago
some clean up
7 Years Ago
move inventory work, will now unsheath weapon if there are no more belt items to switch to after using belt item
7 Years Ago
Unsaved stuff
7 Years Ago
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
7 Years Ago
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
7 Years Ago
Brightened night-time, fixed ai not dropping keys
7 Years Ago
few unsaved things
7 Years Ago
few more things everything should be hooked up again
7 Years Ago
more interaction stuff
7 Years Ago
moved all equip logic to character base, a lot of clean up, still more to go
7 Years Ago
started reworking some interaction stuff
7 Years Ago
Fix PlayerController consuming inputs on gamepad
7 Years Ago
turning off debug draw
7 Years Ago
few more jumping sound changes
7 Years Ago
some modifications to climbing values, would sometimes grab ledge when it was too low
7 Years Ago
started experimenting with sound for the jump/long jump
7 Years Ago
sprint is more responsive
7 Years Ago
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
7 Years Ago
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
7 Years Ago
improved position of torch IK just needed a slight bend in the elbow so it didnt look so rigid :P
7 Years Ago
Can now toggle the debug view with f9 Hopefully fixed player movement breaking when frozen in mid-air
7 Years Ago
Unsaved changes
7 Years Ago
Clamped hieght of dropped keys so that they should reliably appear above the ground
7 Years Ago
Player will now automatically equip starting items after first run Game restart logic now happens in GameInstance, session management should probably live there
7 Years Ago
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)
7 Years Ago
Started detecting gamepad/mouse keyboard changes Internal logic in place, just needs new assets Player now holds torch steady in front of body