360 Commits over 276 Days - 0.05cph!
More Time of Day stuff
Test map now fully cycles between light and dark
Some time of day wip stuff
Hit p to increase time of day by an hour, it's super fast right now
made long jump window little longer
tweaked sprint a tad, max run speed slows down slower and speeds up faster
this is so players can hold sprint before a jump release it to hit the
jump button and not lose too much speed too fast
can now run up walls and knee climb over ledge
animations need a lot of work, but basically functionality is there
Suppressed leaderboard in editor again
Some cleanup, more animation physics
Hooked up physical animation on weapon impacts
Looks a little janky right now
Fixed AI Character health bars persisting after a unit died
Was visible if they fell off the edge of the level
Some WIP carryable torch stuff
some more jump stuff and modifications to some modules to account for new jump
more jump timing stuff and some other animation fixes
adding more of a timing window for big jump
added back in is editor, modified jump
there are now two types of jumps, first jump allows you to move while in
the air and when you land. Jumping again while still in the landing
animation of the previous jumps allows you to jump higher/farther but
takes away air control and momentum when landing
Remove IsEditor check for now -might fix compiling?
(Hopefully) fixed God Mode in builds again
Added a custom Is Running In Editor bp node
Never added custom c++ in Unreal, so hopefully this isn't a complete trainwreck
God Mode should now only be accessible in the editor
Floating health bar population now happens via an event delegate
Added an OnHealthModified event to CharacterBase
Floating Health Bar now just subscribes to that
Fixes incorrect starting health bar value being applied to enmies over the default hp (big sword guys)
started working on new jumping system
level stuff and finished bomb triggered platform
more level design stuff and platform triggered by bomb
Setting up Controlled level spawning, some loot spawning bug stuff
trying to fix highscore issue
added sword trails
some changes to the trails
Combat Changes
-Attack Montage speed is now controlled by an Attack Hold system that triggers on AntStart and holds for 0.7s
-If an enemy is attacked while in an Attack Hold they are staggered
-Characters can now be hit while dodging, their physics asset collision is being used as the hitbox
Fixed melee AI looking at target while at long range
fixing bug with grenade handling
fixed being able to move when frozen, changed switch grenade input to up on dpad
added sound effects for freezing actions and healing particle effect/sfx
removed some problem assets that were keeping it from building
cancel throw aim when switching to health orb, camera moves back after aiming, X on keyboard/left face button on gamepad to switch belt item
fixed ranged ai not spawning correct grenade and fixed scale on freeze bomb hit particle
extended freeze time for freeze grenades
Pause menu now actually pauses the game
More spinner module stuff
A new padding module with two spinners
Fixed some freeze errros on AI's with no running behaviour tree (dummy ai's)
Weapon trace stuff
Fixed some control issues if sheathing weapon while locked on
Tweaked character colission setup so sword strikes are colliding with e skeleton mesh
Bone name is now available in Weapon, not being used for anything right now.
added heal orb, played with loot values a little, slowed down swing for big sword
can now switch between grenades
player can now hold up 4 grenades (3 on belt 1 in hand) if player trys
to switch to or pick up melee weapon 4th grenade will be dropped
Added a spinning trap hero module
-Still a bit wip
-Added an editor only gate mesh to the connector adctor to make positioning easier when making modules
Player will now turn to face input direction at the start of a current attack
Only affects non-locked combat
Turn takes less than half a second and takes place during attack animation
Fixes quick directional changes followed by an attack resulting in an attack that doesn't go in the intended direction
Added a lerped version of move speeds on the AnimBP
Hooked them up to the Guarding blendspace for smoother guard animations