May 31st

Taking items from the world and putting them into your inventory works again

Item scaling up works again

Narrative data task for picking up items works again

Removing items from the inventory works again

Repopulating the shelves works again

Updating inventory weight if the inventory is open works again

Sound effects for adding things to the inventory works again
The special case for quivers is working and works without a hard reference unlike the old system! Means we can add stacks of arrows to the inventory again. 

Adding gold to the inventory works again now controlled by narrative

Gold display updates properly again

Narrative data task for first encountering Heartshards is working again

Narrative data task for first encountering Ingredients is working again

Narrative data task for first encountering Armor Type is working again

Narrative data task for first encountering Potions is working again

Narrative data task for first encountering spell scrolls is in but i think it was always bugged needs testing

Narrative data task for first encountering Weapon Type is working again

Narrative data task for first encountering Shield Type is working again

Code for updating player speed when holding a great shield is working again

New code path for playing sound when pulling a weapon from a holster is in. The actual code for holstering is not yet though

Had to add some new gameplay tag functions for matching tags specifically Has Runtime Tag Matching and Remove Runtime Tags Matching due to our previous implementation requiring exact tags these functions accept subtags

Code for player swing direction tracking has been migrated to the new base weapon

Code for toggling the bow outline, sending arrow held, and player holding bow has been migrated to the base arrow. 

Code for setting up bow collision has been migrated to the base bow. The setup for the bow string is still missing. 

Event ToggleBowArrowOutline_OnInterface migrated to the base bow

TeachPlayerSpell code has been migrated to the base book (Still needs to be converted to a data asset instead of a data table row)

SkillBookActivate code has been migrated to the base book (Still need to convert the experience needed for next level function and implement the grant experience function to actually trigger the level up from the new stats component)

DtBookSpawn code migrated to the new base book (still need to convert the class to a data asset ref instead of the data table.)

Base object OnGrip code fully distributed to the new base objects

Had to create a bridge blueprint function library. The first thing in it is a function called CatToCat our old item categories and the new c++ item categories are the same but incompatible without some kind of translation in between.

Created a GetHeartlandsWorldItemSkill Function

Created a GetHeartlandsWorldItemAttribute Function

Created a GetHeartlandsWorldItemCategory Function

Created a GetHeartlandsWorldItemSubCategory Function

Created a GetHeartlandsWorldItemTagsToAdd Function

Created a GetHeartlandsWorldItemHolsterSlot Function

Created a GetHeartlandsWorldItemWeaponSet Function

Created a GetHeartlandsWorldItemShieldType Function

Created a GetHeartlandsWorldItemArmorSlot Function

Created a GetHeartlandsWorldItemArmorSet Function

Created a GetHeartlandsWorldItemBookType Function

Created a GetHeartlandsWorldItemSkillToGrant Function

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May 30Th The Merge Begins