This commit is contained in:
austin 2024-09-20 22:22:15 -04:00
parent ccaaa47127
commit 128fd919b2
16 changed files with 21 additions and 14 deletions

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@ -550,7 +550,7 @@
"idleData": {
"animation": {
"nameFirstPerson" : "Idle",
"nameThirdPerson" : "Idle1",
"nameThirdPerson" : "Idle",
"priorityCategory" : "IDLE"
}
},

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@ -434,7 +434,7 @@
"idleData": {
"animation": {
"nameFirstPerson" : "Idle",
"nameThirdPerson" : "DefaultPose",
"nameThirdPerson" : "Idle",
"priorityCategory" : "IDLE"
}
},

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@ -34,6 +34,7 @@ Progress on the human creature
- [ ] ClimbLeft
- [ ] ClimbDown
- [ ] ClimbRight
- [ ] PushingItem
- [X] Sit (Ground)
- [ ] Sit (Chair)
- [X] HoldItemRH

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@ -34,6 +34,7 @@ Progress on the skeleton creature
- [ ] ClimbLeft
- [ ] ClimbDown
- [ ] ClimbRight
- [ ] PushingItem
- [X] Sit (Ground)
- [ ] Sit (Chair)
- [X] HoldItemRH

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@ -16,6 +16,7 @@
Ticketed randomizer node for BTs to more heavily weight attacking and waiting
+ feedback driven requirements
Item/Equip overhaul (again)
Idle viewmodel does not show hands
Add punching/unarmed combat
UI spacing and scaling
@ -25,24 +26,18 @@
Model clothing, hair for the human
particles, light on sword collision
Come up with a title for the game and create a title menu for it (ideally with some animation and music)
- Flames moving up the screen
- Requires actor panel that can play scenes
- Requires rendering overhaul
- Requires finding an sfx for flames
Objectives
- PVP arena mode initially?
- Spawn player at start of a dungeon
- Spawn player in a town with a quest to complete a nearby dungeon
+ bug fixes
Fix ui audio playing at world origin
Fix idle animations
Fix light cluster mapping for foliage shader
Fix lights not being deleted
- Not sending a "light count" var to light calculations, so the data stays in buffer even though it is not being updated
Fix ui elements not storing default discrete world size on level editor menu
Fix static friction coeff causing player to slide on shallow slopes
- Probably need to look into using capsules
Fix skeleton right strafe
Fix block tree preventing initiating an attack
Fix return to title menu synchronization bug

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@ -822,6 +822,9 @@ Particle Emitter data definitions
Torch w/ particle + lighting
Fix text input collapsing while typing
Voxel selection item
Fix ui elements not storing default discrete world size on level editor menu
Fix skeleton right strafe
Fix ui audio playing at world origin
# TODO

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@ -1 +0,0 @@
{"serializedEntities":[]}

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@ -1 +0,0 @@
{"versionString":"0.0.1","timeCreated":"1724087800358","name":"testscene1"}

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@ -1 +0,0 @@
{"type":"LEVEL","worldMinPoint":{"x":0.0,"y":0.0,"z":0.0},"worldMaxPoint":{"x":16.0,"y":16.0,"z":16.0},"worldSizeDiscrete":1,"worldSizeDiscreteVertical":1,"dynamicInterpolationRatio":1,"randomDampener":1.0,"isArena":false}

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@ -70,6 +70,15 @@ public class AudioSource {
}
}
/**
* Sets whether this audio is spatial or not
* @param isSpatial true for spatial audio, false otherwise
*/
public void setSpatial(boolean isSpatial){
int val = isSpatial ? AL10.AL_FALSE : AL10.AL_TRUE;
AL10.alSourcei(sourceId, AL10.AL_SOURCE_RELATIVE, val);
}
/**
* Sets the temporal offset of the source (ie how far into the clip to start playingf)
* @param time The time in seconds

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@ -58,6 +58,7 @@ public class AudioUtils {
rVal = AudioSource.create(loops);
rVal.setBuffer(buffer.getBufferId());
rVal.setGain(Globals.audioEngine.getGain());
rVal.setSpatial(false);
rVal.play();
} else {
LoggerInterface.loggerEngine.WARNING("Failed to start audio in playAudioAtLocation");

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@ -312,7 +312,7 @@ public class Slider extends StandardDrawableElement implements ClickableElement,
propagate = onDrag.execute(dragEvent);
} else {
//default behavior
int percentage = dragEvent.getRelativeX() - getAbsoluteX();
int percentage = dragEvent.getCurrentX() - getAbsoluteX();
int max = getWidth();
value = Math.max(Math.min((float)percentage/max,1.0f),0.0f);
value = this.valueFromPercentage(value);
@ -326,7 +326,7 @@ public class Slider extends StandardDrawableElement implements ClickableElement,
propagate = onDragRelease.execute(dragEvent);
} else {
//default behavior
int percentage = dragEvent.getRelativeX() - getAbsoluteX();
int percentage = dragEvent.getCurrentX() - getAbsoluteX();
int max = getWidth();
value = Math.max(Math.min((float)percentage/max,1.0f),0.0f);
value = this.valueFromPercentage(value);