{"payload":{"feedbackUrl":"https://github.com/orgs/community/discussions/53140","repo":{"id":757198546,"defaultBranch":"feature/gameplay-state-machine","name":"SoulCrossing","ownerLogin":"TyreseWelsh","currentUserCanPush":false,"isFork":false,"isEmpty":false,"createdAt":"2024-02-14T01:43:57.000Z","ownerAvatar":"https://avatars.githubusercontent.com/u/79930058?v=4","public":true,"private":false,"isOrgOwned":false},"refInfo":{"name":"","listCacheKey":"v0:1708462864.0","currentOid":""},"activityList":{"items":[{"before":"bef77d748b35763fce84df850bfaeba0733164eb","after":"439b5d69c2a3ca50b7adfe66f940bba41e7f4de7","ref":"refs/heads/feature/gameplay-state-machine","pushedAt":"2024-03-05T02:23:14.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Created layout of first level, fixed camera rotation on possession/unpossession and created Minion derived classes Basic and Mage\n\nI have created a basic layout of the first level using placeholder cubes as the different meshes. This level will introduce the movement, possession, and basic interaction mechanics. I finally fixed the issue with the players camera resetting to its default position every time you would possess or unpossess a pawn. During these events, I just store the Controller's rotation before possession and apply it back to the Controller once it had possessed/unpossessed a different pawn. I also created two new classess, Minion_Basic and Minion_Mage for their skeleton types respectively. This was needed as the base minion class was being used for the basic minion type and thus needed specific interfaces, but because the other minion classes were derived from this base, they would inherit those interfaces as well which was problematic for the warrior skeleton as it had to be Strong/Heavy and not Weak, which the basic minion type is.","shortMessageHtmlLink":"Created layout of first level, fixed camera rotation on possession/un…"}},{"before":"090225b2cd31fce9c4d5b1c97fd44841a1a7c3fb","after":"bef77d748b35763fce84df850bfaeba0733164eb","ref":"refs/heads/feature/gameplay-state-machine","pushedAt":"2024-03-03T01:50:59.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Implemented activatable metal door\n\nImplemented the functionality for a metal door that raises/opens to a specific height when an interactable object that is linked to it, is interacted with by the player.","shortMessageHtmlLink":"Implemented activatable metal door"}},{"before":"bf957aac18d0ad104b71aed19df2b651c95a6489","after":"090225b2cd31fce9c4d5b1c97fd44841a1a7c3fb","ref":"refs/heads/feature/gameplay-state-machine","pushedAt":"2024-03-02T02:32:32.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Implemented skeleton hover and activatable objects\n\nWhile possessing a skeleton that implements the \"Magic\" interface, if the player is in the air they can use the Hover ability. This puts the player into the \"Hover\" state which makes their Z velocity 0 and disables their gravity, causing them to float in the direction they jumped. Will need to make some changes to allow the player to move while hovering. Also created a derived class of activatable object which when linked to an interactable object, calls its Activate function.","shortMessageHtmlLink":"Implemented skeleton hover and activatable objects"}},{"before":"e33236d6475c3b6c24ca9cb648ca5da6862e1f05","after":"bf957aac18d0ad104b71aed19df2b651c95a6489","ref":"refs/heads/feature/gameplay-state-machine","pushedAt":"2024-03-01T00:04:03.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Added set interaction points for interactable objects\n\nInteractable objects will now have set \"Interaction Points\" which are specific spots the player will be moved to when interacting with objects, similar to motion warping. The location and amount of these points will differ per derived interactable object class and will be declared in them. These will be added to a TArray of scene components which represent the points on that object. When the object is interacted with while the player is in range, the closest interaction point will be found and the player will be moved there. I aim to make this movement smoother while keeping the movement quick, as to not waste the players time and to keep the animations looking decent.","shortMessageHtmlLink":"Added set interaction points for interactable objects"}},{"before":"aac23314bb096926571c19e48bd4a9dd3fa6bf73","after":"e33236d6475c3b6c24ca9cb648ca5da6862e1f05","ref":"refs/heads/feature/gameplay-state-machine","pushedAt":"2024-02-23T16:37:44.000Z","pushType":"push","commitsCount":2,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Interactable object base setup\n\nSuccessfully set up the base class for interactable objects. Now when they are interacted with, they will call their interact_implementation function which by default will in turn call the activate_implementation functions of any activatable objects linked to it. Will need to create derived classes based on this interactable object class and create the activatable objects class which implements the Activatable interface.","shortMessageHtmlLink":"Interactable object base setup"}},{"before":"c3bd3be3c0084675c8202bff161cdb059ba631b3","after":"aac23314bb096926571c19e48bd4a9dd3fa6bf73","ref":"refs/heads/feature/gameplay-state-machine","pushedAt":"2024-02-22T03:41:51.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Added player soul particles from asset pack\n\nBought the \"Niagra Mega Pack Vol2\" asset pack from the unreal engine marketplace which I will be using for various effects such as the players soul and other flame/smoke effects.","shortMessageHtmlLink":"Added player soul particles from asset pack"}},{"before":"9e3d22b1c3c9c7b6f15275f09e0f6dc6140b81c7","after":"c3bd3be3c0084675c8202bff161cdb059ba631b3","ref":"refs/heads/feature/gameplay-state-machine","pushedAt":"2024-02-22T01:50:55.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Added working pushing state and other interfaces\n\nPlayer is now able to push heavy objects while possessing a skeleton that implements the \"Strong\" interface. When a strong skeleton interacts with a heavy, pushable object, the appropriate functions are called and the skeleton switches to the pushing state, changing their animations and locking both it and the interacting object in line. The player can stop pushing by pressing any movement key thats not W (forwards) which will transition them to the idle state where the state machine continues. Also added other interfaces Weak and Lightweight. This combination will allow interactions between lightweight objects and weaker skeletons though this has not been implemented properly yet.","shortMessageHtmlLink":"Added working pushing state and other interfaces"}},{"before":"924764cb8a1170bdd352dacc9b4ff53f18641411","after":"9e3d22b1c3c9c7b6f15275f09e0f6dc6140b81c7","ref":"refs/heads/feature/gameplay-state-machine","pushedAt":"2024-02-21T03:18:39.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Working base gameplay state machine\n\nI have now got a working gameplay state machine for the basic states (Idle/Moving, Jumping/InAir, and Inactive). I have also fixed the bug where the player would not be able to input any actions after unpossessing a skeleton. This was due to my misunderstanding on how adding a mapping context works. I thought a mapping context had to be added for each pawn however I now know that it is added to the controller instead which is being used throughout, and when it is coded in a pawn, the pawn script is just a means to access the controller. Also gave the player the ability to still look around while in the inactive state (possessing the skeleton). Still need to code and create the other states (Interacting, Pushing, Floating, and Climbing).","shortMessageHtmlLink":"Working base gameplay state machine"}},{"before":null,"after":"924764cb8a1170bdd352dacc9b4ff53f18641411","ref":"refs/heads/feature/gameplay-state-machine","pushedAt":"2024-02-20T21:01:04.000Z","pushType":"branch_creation","commitsCount":0,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Progress on gameplay statemachine\n\nMade major progress on the gameplay logic statemachine, now we have individual working states for most of the states the player can be in and the current ones transition between themselves. Still need to add other minor states (interaction and ability states). Also another bug has popped up where, after the player has possessed and then unpossessed a skeleton, they are unable to input any actions. Should be a simple fix!","shortMessageHtmlLink":"Progress on gameplay statemachine"}},{"before":null,"after":"cf846444909a03857485173c27f6144ea78718b5","ref":"refs/heads/feature/warrior-skeleton-mechanics","pushedAt":"2024-02-17T19:22:08.000Z","pushType":"branch_creation","commitsCount":0,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Creating a gameplay state machine\n\nIn the process of creating a gameplay state machine but I am getting errors so will need to delete some folders/files. Committing for backup.","shortMessageHtmlLink":"Creating a gameplay state machine"}},{"before":null,"after":"b9e7af9001b7381c701bb87d77b705bed663d03f","ref":"refs/heads/feature/basic-player-animation","pushedAt":"2024-02-16T01:43:19.000Z","pushType":"branch_creation","commitsCount":0,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Created warrior skeleton with appropriate mesh and animations\n\nCreated the warrior skeleton class with its appropriate animations and mesh found in the skeleton pack I am using. Also added the ability to jump and bound animation montage blend out function for the basic minion which would also be available to any of its derived classes. Moved the skeleton possession functionality to C++ from blueprints.","shortMessageHtmlLink":"Created warrior skeleton with appropriate mesh and animations"}},{"before":"d9d5c56e0aaad712f09f3a8381dcdcdc97f01e12","after":"fb12c4808dff47861e4ff69314124d270a99b93f","ref":"refs/heads/main","pushedAt":"2024-02-14T01:56:18.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Initial commit, can possess and unpossess minions\n\nThe player can now possess minions if they have enough soul energy, which will be stored with the minion, and the player can also unpossess minions, taking their stored soul energy with them. Minions can walk around with WASD and are rotated to look in the direction of movement.","shortMessageHtmlLink":"Initial commit, can possess and unpossess minions"}},{"before":null,"after":"d9d5c56e0aaad712f09f3a8381dcdcdc97f01e12","ref":"refs/heads/main","pushedAt":"2024-02-14T01:43:58.000Z","pushType":"branch_creation","commitsCount":0,"pusher":{"login":"TyreseWelsh","name":null,"path":"/TyreseWelsh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/79930058?s=80&v=4"},"commit":{"message":"Initial commit","shortMessageHtmlLink":"Initial commit"}}],"hasNextPage":false,"hasPreviousPage":false,"activityType":"all","actor":null,"timePeriod":"all","sort":"DESC","perPage":30,"cursor":"djE6ks8AAAAEDF7b1wA","startCursor":null,"endCursor":null}},"title":"Activity · TyreseWelsh/SoulCrossing"}