v0.014
Hey everyone!
Below you can find the latest changelog for the current Fever build. This is a slightly edited / proofread version of the project's commit history as it appears in the discord channel:
45a3013f: Starting on equipment and weapons
d63962f5: UI work to support drag and drop for equipment items
b9a407e3: Added equipment replication stuff
95232cb3: Porting items over to UObjects and away from structs
5e7a4a77: commiting random changes to inventory code before butchering it
2cc4d32a: Porting spatial inventory to c++
048a95ef: More c++ work on spatial inventories
73ef0467: Fixed really weird default items bug
a98bf471: Heaps more work on inventory items
dfba6491: Cleaning up old junk code
255ea77e: Added “add items at location” inventory functionality
4fc303a6: Fixing bug in move code, wasn't actually implemented …
fc951f35: Significantly reworking the UI for the new tetris inventory
291c2cda: Fixed crazy catastrophic unreal crash
b797f875: heaps of drag drop adjustments
ed84fb69: Fixed up heaps of inventory code
93a2b478: HEAPS of equipment + item code
4cc4a958: Heaps of equipment code, hooking up objects now
a6de151c: equipment menu work
4fd6c95f: REALLY risky commit here ... moving items into a more general ownership pattern
748d54fa: porting bulk code to c++
ddfacebd: New base character class
e8e4f890: Refactoring files
d8697153: switching from component to actor based inventory
85e4529c: heaps of changes
38218f7a: On rep notify issue for clients fixed in inventories
d346fab2: heaps of refactor changes, inventory now works on clients
6e248e98: deleting garbage before merge back to main
b257e666: Bunch of more deletes
c56724d4: Added new members to weapon item classes
7bf56aee: Deleting old HISM content
545097ed: deleting old apartment buildings
fa5dab4d: deleted old chunk components
96158196: Defaulting items more correctly
e9378403: Deleting heaps of junk assets/code
e7591db0: added some basic firearm code
79c3a5a5: heaps of drag and drop refactoring
0c8e03a3: Reassigned game mode defaults correctly
507006dc: Fixing equipment replication
10d0ed02: safeguarding equip screen drop crash
309bffcb: Supporting better functions for equipment/Inventory functionality
f47e2635: Hooking up equipment to inventory
e698367c: Initializing defaults on weapons better
e7950262: Worst hardcrash error ever god damn
7178134c: I might have beat the worst bug of all time?
fcbbe2e7: I might have beat the hydra bug????
089648c8: I am actually a simpleton. Bug is fixed.
5b9e0470: Equip slots now equipable/unequippable
2223f3ee: Expanding equipment + starting firearms
12242272: Heaps of changes for equipment
28d76071: Heaps of equipment replication safeguarding
5454c185: Adding more oop shenanigans to items
c7ca62d8: fixed circular dependencies in headers :/
ffd2aaa7: bunch of crazy refactors god damn
e687c81d: Giant equipment refactor
c03caf44: Fix the OnEquipmentChanged nullptr bug
c680f8f1: Tidying up character code
b334a97a: Heaps of tidying up
f04b667f: Hooking inventory back up again, FINALLY
34dd9467: Fixing drag drop equipment bug
4e766ecd: Items.TryRemoveFromOwner added + extra safeguard
132e9123: actually calling OnItemChanged broadcast
1be6b610: Equipment wasn't actually replicating its slot, but is now …
76744166: handling clothing/armor based item equipment
ea8730a9: Adding simple visualization of equipment to character + UI
22a77b05: Implementing item container interface
a71fa609: An absolute mountain of work to support interfaces correctly
d8912a0f: Equipping items moved over to new interface
8abc91f0: Fixing Xpos Ypos bug
c1e739d2: Switching inventory icons to something that makes more sense
b14344c1: Hooking up inventory textures better
4feff44d: Porting equipment to equipment actor
7f066001: Moved equipment into dedicated equipment actor
b63aed5b: Player character receives callback on new item equips
01bed259: Fixed up unequipping item bugs
4ab751b1: Cleaning up junk in item class
3b662d2e: Setting up gunfire state machine for firearm based items
ce310cc7: A mountain of work on the firearms state machine
290bf1db: Adding new interface + item firearm changes
b81ba3b9: Working on the zombie spawn manager
1c23b450: Zombie tile spawning
fa39ea1e: Foundational work for instantiating zombie tiles
5fe8e7d3: Bunch of foundational work for zombies
7b1870ef: Porting zombie tiles to objects
878e7979: Background zombie spawns managed semi correctly
4e30b4e6: Fixed HYPOTENUSE issue with distance checks for zombie relevancy
f8ca413e: Tweaked zombie spawn code to something more reasonable
0efabc81: Optimizing map loading significantly on clients / hosts
3d6bfe36: Speeding up map caching significantly at design/load time
a355ebd1: Combining savegame caches instead of having one junk BP one
9cf702a4: Zombie manager caches data correctly
1f1a492c: Zombie spawning density now based on the prevalence of placed building meshes
df95c22e: Biasing zombie spawn points toward meshes
9fbddb51: Trying to make zombie spawn point detection more robust and less weird
d9bc7607: starting some basic work on really dumb zombies
b15d9b5b: Porting temp dumb zombies into zombie spatializer
929f10a9: Removing redundant tile initialization
136db1d7: Server authority guarding
c66ab7cb: Deleted old junk zombie classes
b9c357aa: Implementing corpses / item drops on zombie kills
f763a719: Zombies now spawn corpses on death
8ad90898: Fixing janky corpse crash bug
54abb976: Added reasonable networked movement of prototype zombies
3041276d: Working on corpse procedural loot (currently bugged)
c7f24d36: Removed junk data + adding procedural item generation
e5a4a87b: Adding procedural item generation
72afc012: Fixed a weird corpse item exception
09929a39: Fixed movement replication bug on zombies?
e2db7adb: Big commit before refactoring hisms
b3b45ee2: Moving classes into better locations
cb920ff9: Adding map state actor / manager classes
564a42d0: Modifying instance removal code
a1c7e9bf: Significantly optimizing load time of clients
31ee2500: Splitting map visuals and mapstate apart into separate managers
e8e71753: Get or create map state refactors
8b1c71b2: Porting HISM manager to subsystem
a1ccaa85: HISM manager now a game instance subsystem
143edfbf: fixed hit detection bug
3d35f464: Significantly speeding up client map loading
eec1470c: Refactoring and cleaning up map edits manager
43bdb8d6: Fixing mapstate/map edit bug
371da455: Fixing map state bugs
d20aa270: Tracking down weird bug where index 0 is getting removed early, might have fixed the old superbug?
6ddd26ef: Fixing client side shenanigans
abc8ca0f: Weird bug where some meshes just can't be found correctly
04930600: Tracking down weird transform key bug
b51ffe07: More accurately tracking down hash problem
d8db7320: Fixed critical bug with flipping but still not totally robust
b0f21efe: Fixed print bug in character state / trait controller
These changes are now available on the Bleeding Edge alpha branch. For those who are keen to help test, key attention should be paid to the Q hotkey (which deletes objects) and the Z hotkeky (which adds computer monitors to the game world). If anyone spots any objects which are non deleteable via the Q hotkey, I would love to hear about it!
Thanks a bunch everyone!
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Follow along here:
https://discord.gg/F3pZhnzeTP
