143 Commits over 181 Days - 0.03cph!
Fixed bug that fucked the undocking after adding a Probe to the Inventory.
Docking Changes
- I removed the transition between the docked ship and the ship it's
docked with so you just walk straight on.
- Added some basic lighting to the standard character and darked the
derelict to see what happens.
Planet Landing Refactor
- Changed all planet landing to use the base Ship Interior.
- Fixed bug that didn't add probes to ship inventory collected from
planet sites.
Clciking resume doesn't reset the character controls. Removed.
Began updating Landing sites.
Updated nav mesh data to realtime. Started changing Level Blueprint to
move ship to each landing site. Reduces the amount of code
significantly.
Fixed bug that zeroes out ship controls after undocking.
Simple Death when Sheild and Armour Fail.
Fixed Local space/System Space Bug.
Added an event dispatcher to the "Leave Location" Button. Then bound
that to the widget creation in the level blueprint called On tick. Then
created a Custom Event to turn of the Bool.
Solar array was clipping the probe port.
Stripped out pickups from ship interior.
Tweaks
Tweaked the solar array regen rate and how fast fuel burns.
Solar array added.
If you are low on fuel and are too far from a reliable fuel source or
Sun you can now deploy a solar array which will slowly recharge your
fuel. Way slower to recharge than using a fuel scoop.
Probes and other items
- Probes can now be picked up carried to your ship and added to the ship
compliment. Only one can be carried at a time as they take up your
entire inventory.
- 2 other basic items have been added. Alien Fruit and Laser Pistol Just
for testing data.
Fixed some HUD visibility issues
Note: Only way I can find of ensuring hud removal is Get All Widgets of
Class - Remove from Parent.
Simple Remove from Parent with referenced variable does nothing inside
the level blueprint.
Inventory Item Hover Preview
testing empty map to see if clock works.
Trying to fix a bug with the clock not working in packaged games.
Cleaned up some blueprints.
Also removed the System ship hud at begin play. Still don't know why it
was showing even though a different character was being possessed. Just
added a get all widgets of class and then removed from parent. Added
Escape as the quit button.
Buildbat and Default engine config
Added subsystem
Lean and mean and a broken clock.
New prototype Commit
Everything.
Clear out ready for prototype upload
Conversation work, Room entry blueprints
- UI.
- Blueprints.
- Script with branches.
- custom mouse cursor.
-
Population
Rubble
Planks
Floating debris
Fixed some UV issues.
Added enough geo behind big door.
Sewer Audio
Script
Audio Cues
Stuff
- Fixed hatch/ledge grab bug.
- updated Floodway.
- Floodway door blueprint
- Conversation UI added.
Environment assets
Pipes
Double Doors
Bollards
Re-import Alley-Canal_Ground_A1
Interior/Exterior Audio Triggers, Neon Brackets added to Main.
Loading Screen Fade out
Basic Animated Loading Screen
Background Dialog and Stuff
Homeless NPC mesh and Mat's
Dialog Scripts
Audio Icon
Dialog
Multiple Dialog Strings added.
Further Dialog work
Speech Bubble textures
New WidgetPassThrough Mat.
Added Collision for Pushblock in sec02. (Exists in Peristant)
Basic Background Dialog Widgets
Stuff
Road decals.
Sideroom lighting.
Sideroom lighting stencil.
Start Rear room
Most assets build and triggers.
NoddleStand sign and 2nd trigger flip.
Big Fixes and stuff
Pallet materials fixed. (Too Shiny)
Added security Light.
Fixed streaming bug (player could unload a level by quickly moving back
and forth through a streaming trigger).
Added character specific lights for key areas (May code these to only
effect characters to improve performance later in the week).
Added an empty level to see if there is something specific to my levels
that Jenkins doesn't like or if Jenkins just hates me specifically.
Slow down now
Updated Pad Controls
New Aircon Unit
Conversation UI
More efficient Rain
Added Sound triggers to Climb montage
Updated UV's on Pipe Turn