Work Log 7/18/2025

Fixed Crystal mat for staff

Cleaned up fist code a bit instead of a branch for selecting which socket to spawn a fist on we are just using a select node

Fixed player hands not being able to stretch far enough

Fixed missing data in NPC Weapon swing list of actors to ignore when tracing

Removed the old server checking code for checking NPC hits because it caused increased latency in registering hits and actually applying damage to the player hit detection is much more reliable now!!!

Added an additional check to see if an NPC is already playing an attack anim before attempting to play another we were sometimes loading new animations in the background and then playing them in the middle of already playing animations due to the delay with async loads. This change results in less spazzy looking npcs when attempting to play an animation and stops the premature stoppage of hit traces leading to more reliable hit detection for NPCs

Updated the debug damage info message to actually reflect base weapon damage, skill adjusted weapon damage, and post armor calculation weapon damage.

Added in a check to see if the cell state manager exists before we try to add stuff to its array inside the BP_AI_Parent because we were getting an error when it doesn't exist

Added a shield bash cool down inside of the melee component to help deal with the bug where shield bashes frequently don't deal damage this bug is caused by the anim notifies which call the end traces event, for some reason this never seems to be an issue inside of attack anims on regular weapons

Player now receives an impulse when killed… it’s awesome!

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Work Log 7/19/2025

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Work Log 7/17/2025