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Refactor of Input / Interaction System and Major Updates to Maps #81

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merged 15 commits into from
Aug 20, 2023

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@finger563 finger563 commented Aug 20, 2023

Description

  • Updated exposure settings in config
  • Added UltraDynamicSky submodule for better lighting and weather system (related to World Effects #37)
  • Updated portal actor to not show all the time, but instead to have a trigger range which scales up the portal when entering, and then scales down and hides the portal when exiting
  • Added campfire actor which takes the static mesh and particle system that was separate in the level and puts them together. Implements the interactible and highlighting interfaces and allows the user to change the time of day
  • Created a blockout actor for a small hosue to make blocking out overworld villages easier
  • Updated lan and tam skeletons to be compatible with each other and rand skeleton
  • Updated game modes (large/medium/small and base c++) to support saving and loading the time of day using the game instance on begin play / end play so that level transitions can allow the levels to have the same time
  • Added emonds field map and started testing the modeling (mainly grid) tools plugin
  • Enabled the modeling tools, uv editing, and SK editing plugins in the project
  • Updated all the maps to use the UltraDynamicSky for the lighting to make it simpler and more consistent to set up lighting between the levels, and to have really nice nighttime lighting :)
  • Added portals between overworld and emonds field village
  • Updated game instance blueprint to override the save/load time of day interface to get the ultra dynamic sky actor for getting / setting time of day.
  • minor update to maps
  • feat(ui): update action widget and update generic gamepad configuration - adding it to the common ui input config
  • feat(interaction): dont spawn / show the interaction widget if the text is empty
  • feat(UI): added icons from https://beamedeighth.itch.io/simplekeys-animated-pixel-keyboard-keys for keyboard icons and updated the bp to use some of them
  • feat(actions): update actions to have setting configuring whether they can be used while falling
  • removed debug drawing for jump trace
  • removed debug print from magic projectile
  • feat(ui): update ui
  • Updated wot user widget base to have attach actor and perform the location update in the tick function - and removed that redundant code from the pop up and health bar classes
  • Added ability for character to show action widget (separate from popup widget)
  • feat(input): initial work on common ui framework for showing action icons in UI and supporting switching between different ui states and controllers.
  • feat(emonds field): updated time of day in editor
  • feat(geometry): enabled geometry script plugin and added a couple more mountains to overworld map
  • feat(campfire): updated campfire so that smoke / particles are not visible during daytime. added campfire to gameplay test map
  • feat(diorama): updated fluid flux config to not simulate at runtime and instead just use the initial simulation state

Motivation and Context

Related to #49, #40, #37

How has this been tested?

Playing it :)

Screenshots (if appropriate):

Portal:

wot_portal_reaction_compressed.mp4

Common UI Action Widget in new WotInteractionWidget
image
image

Campfire:

image

wot_campfire_timechange.mp4

Types of changes

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • New Art / Asset
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Documentation Update
  • Art / Asset Update
  • Software change

Checklist:

  • My change requires a change to the documentation.
  • I have added / updated the documentation related to this change via either README or WIKI

Software

  • I have added tests to cover my changes.
  • I have updated the .github/workflows/build.yml file to add my new test to the automated cloud build github action.
  • All new and existing tests passed.
  • My code follows the code style of this project.

* Updated exposure settings in config
* Added UltraDynamicSky submodule for better lighting and weather system (related to #37)
* Updated portal actor to not show all the time, but instead to have a trigger range which scales up the portal when entering, and then scales down and hides the portal when exiting
* Added campfire actor which takes the static mesh and particle system that was separate in the level and puts them together. Implements the interactible and highlighting interfaces and allows the user to change the time of day
* Created a blockout actor for a small hosue to make blocking out overworld villages easier
* Updated lan and tam skeletons to be compatible with each other and rand skeleton
* Updated game modes (large/medium/small and base c++) to support saving and loading the time of day using the game instance on begin play / end play so that level transitions can allow the levels to have the same time
* Added emonds field map and started testing the modeling (mainly grid) tools plugin
* Enabled the modeling tools, uv editing, and SK editing plugins in the project
* Updated all the maps to use the UltraDynamicSky for the lighting to make it simpler and more consistent to set up lighting between the levels, and to have really nice nighttime lighting :)
* Added portals between overworld and emonds field village
* Updated game instance blueprint to override the save/load time of day interface to get the ultra dynamic sky actor for getting / setting time of day.
…nd instead just use the initial simulation state
…sible during daytime. added campfire to gameplay test map
…cons in UI and supporting switching between different ui states and controllers.
* Updated wot user widget base to have attach actor and perform the location update in the tick function - and removed that redundant code from the pop up and health bar classes
* Added ability for character to show action widget (separate from popup widget)
…on - adding it to the common ui input config
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