- Visual Studio Code debug launch configuration now has standalone options
- I fucked with various options in order to get the standalone game client working. Event Driven Loader is now disabled, Anonymous Usage Data is now disabled (this is more because I didn't want to wait for it at shutdown), and Oculus and SteamVR are disabled
- Added some Input Bindings for controlling Standalone game client which are not yet hooked up
- Did some work on getting a player HUD set up. At the moment it doesn't do anything
- Added GalavantUnreal command for pausing/resuming Galavant tick (Gameplay time)
- Commented my Slate High DPI hack and moved it into a command instead. This hack broke cooking and packaging
- Hooked GalavantUnreal update into Gameplay time system for pausing etc.
- Added CharacterManager. The idea is that this system will manage things like setting ragdoll etc. on Unreal ACharacters. It doesn't do anything yet
- Added VS Code configuration for debugging
- Fixed problem in combat code where you couldn't perform actions after using play in editor twice
- Added block animation and hooked it up
- I mistakenly forgot to put UnrealLogOutput() in the right file. It's there now, so all should be well
- GalavauntUnrealMain::InitGame() now sets KillZ. This probably isn't the proper place, but I put it there so I wouldn't forget that it's important
- Add core to .gitignore. You people don't want my core dumps
- TestMovementComponent is now UnrealMovementComponent
- Added gitignore entry for Medieval town, an asset pack I purchased
- ActorLifetimeManagement now has a more versatile TrackActorLifetime system which runs a callback when an actor is being killed. It doesn't seem to work properly yet
- Added ConversionHelpers to go from FVector to gv::Position etc.
- UnrealMovementComponent now spawns actors according to whether or not the player would see them. It is also hooked into TrackActorLifetime to hopefully stop the SceneComponent crash, though it isn't completely working
- GalavantUnrealFPCharacter now is hooked into the ECS and provides data as the Player. I added the Hunger need as well as the ability to interact like Agents do, though it isn't 100% working yet
- ProceduralWorld hooked up, which broke chunks in strange ways.