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