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IKArms ... main

Author SHA1 Message Date
f7ab3ebd64 Fxied Gilbert and updated with Baked Version, IK Targets 2025-07-07 16:17:35 +02:00
51efd2eb29 Continued work on character interaction 2025-07-04 15:30:41 +02:00
8c07468c20 Misc Character Optimization, Can Collision 2025-07-03 23:00:17 +02:00
ca1e9b6da2 Long night but fixed toss/grab issues on Clarice 2025-07-02 23:40:03 +02:00
2d15abf70e Addendum 2025-07-02 20:32:53 +02:00
b327fd6faa Lots of fixes on Clarice and Gilbert 2025-07-02 20:32:35 +02:00
2eac213deb Captcha Door 2025-06-28 14:15:59 +02:00
096a7a9420 Added Captcha, Misc 2025-06-17 14:35:47 +02:00
2b4aaceb17 Weapon Trail 2025-06-16 18:03:59 +02:00
732c20e958 Changed Sword, Work on Weapon Trail 2025-06-13 14:35:18 +02:00
ccb608be6e Merge branch 'main' of https://code.virtuos.world/VIRTUOS_WORLD/VIRTUOS_Playground 2025-06-06 13:13:05 +02:00
db31b30ad8 Computer was down for broken Graphics Card, so late update (misc) 2025-06-06 13:13:02 +02:00
eca83406f1 Misc Changes to SliceGame, Added Gloabal Audio Component to Gamestate 2025-06-03 17:49:42 +02:00
a47d7a9cf9 Some work on the SliceGame (Health) and correcting Grips on the Recorder (mirror Axis) 2025-05-14 15:40:42 +02:00
7fd7a5d2ad Work SliceGame, Startmechanics workjs now, Usability fixes 2025-05-13 15:34:03 +02:00
21bddafc63 Misc Fixes on Slicegame, Building a Gamestart System 2025-05-12 15:56:05 +02:00
c6e2c203aa Rewrote Slice/Midi System as Midi per Note Data is limited 2025-05-09 14:52:47 +02:00
559731a842 Restructuring into CSV 2025-05-08 15:57:00 +02:00
9892f5869c Worldbuilding 2025-05-08 12:29:14 +02:00
21f1112b89 Baking and Texturing things 2025-04-30 16:00:31 +02:00
08a9a5f584 Tests on Letter and Fix UV on Cab 2025-04-29 22:24:26 +02:00
88b807c68f Recover broken Map, Fiddling with Shapekeys for Letter 2025-04-28 15:40:07 +02:00
751d5f53b7 Merge branch 'main' of https://code.virtuos.world/VIRTUOS_WORLD/VIRTUOS_Playground 2025-04-28 11:26:49 +02:00
3d5c648500 Update to latest (post vacation) 2025-04-28 11:26:45 +02:00
c27944fbda Merge branch 'main' of https://code.virtuos.world/VIRTUOS_WORLD/VIRTUOS_Playground 2025-04-27 23:56:48 +02:00
8864e318fb Upodate to latest (was on vacation ) 2025-04-27 23:56:04 +02:00
aabc847a76 Added Letter (test Physiscs) 2025-04-11 16:58:40 +02:00
450d6ca924 Misc fixes, Added bodge for Hand Mirror Overlap Button Problem, started adding a Rememberance System 2025-04-09 14:59:15 +02:00
b6ae534dcb Added PictureFrame 2025-04-07 15:10:20 +02:00
313508d861 Sliding Door, Library Cab fixes 2025-04-01 14:52:33 +02:00
5e674c3db9 Update VRE, Experiments with Edge Detection Mat, LibraryCabinet, Attempts to fix mirrored Hand Collision 2025-03-30 21:37:55 +02:00
548cc55bc4 Misc 2025-03-26 15:56:39 +01:00
0061a6730a Work on Slice Game, Tests with Edge Detection Material, 2025-03-25 21:47:35 +01:00
45ffa531bb Added Arrows for Hits, building and testing edge detection shader 2025-03-21 13:22:53 +01:00
f03ab9c173 Made Backside hit work (hit logic works now), added side markers, misc 2025-03-20 15:35:20 +01:00
85fa814906 Imported some Lyra PCG, failing Back Front/Back Sword detection, Looking into Streaming Level Setup 2025-03-20 08:34:18 +01:00
d28bd7aa6b Switched from Overlap to a Hit Approach, correct Angle detection not yet working tho
Turns out there is a line Trace Component Node
https://forums.unrealengine.com/t/dynamic-mesh-actor-failing-line-trace-why/1902651
2025-03-18 15:09:16 +01:00
9e6ae0cc0d Implement Velocity Dependence in Midi, but Hit Direction needs more thought 2025-03-17 22:51:14 +01:00
a1d82a9cfb Fixed Slice Rotation/Location converting it into Component Space correctly, Rebuild System and cleanup to Support different Molecules on Different Tracks via Midi 2025-03-14 13:40:02 +01:00
a26e8c6609 Switched to Atlas Texturing Approach for Kitchen instead of Bake, Finished Main Kitchen Interaction, Work on Geometry Scripting (Plane not where it should be), lot of time went into trying to make Parallax work. misc 2025-03-11 21:50:01 +01:00
bf7ce3e83f Looking into Harmonix Plugin for Midi Automation and the Geometry Scripting setup for Slicing
Shoutout to https://www.youtube.com/watch?v=KYVJq44SDEc&list=PLxU9o9z-3yrejDizIika4A-ILj3Ts4Bus&index=6 (Alan Teaches Things)
2025-02-26 16:43:24 +01:00
34c723da64 Added WorldAligned Parallax (Switch with Bump) and Fixed Rotation, Misc 2025-02-26 09:00:59 +01:00
6f1153859a Fixed. modified and simplified Toss Manager, removed Component Tag, Added Interface for Toss 2025-02-24 14:02:27 +01:00
b56343e1af Misc Fixes, Failing to Figure out why some Components arent Grabbed/Tossed, Thinking about Sound 2025-02-21 15:41:46 +01:00
5e0f2f52fd Work on Kitchen 2025-02-19 23:48:19 +01:00
dfa8e0fbc3 New Locker Material, Procedural Hole Cutting for Floor/Wall with Dynamic Mesh, Fixed Pipe UV, Added Gratings 2025-02-17 23:32:49 +01:00
0e7476e7e7 Wrok on Recorder,, Clarice Anim Fix 2025-02-13 23:32:07 +01:00
c1c8e5b807 Fixed Recorder Lid Clip with Angular Projection 2025-02-13 11:41:37 +01:00
ec923a9c26 Made Recorder Lid Work, Misc 2025-02-12 16:33:31 +01:00
9f1d581a21 Update to 5.5.3, Recorder Phyiscs Setup 2025-02-11 23:09:39 +01:00
957da6595e Update .gitattributes 2025-02-11 13:48:30 +01:00
2f27b66719 Merge branch 'main' of https://code.virtuos.world/VIRTUOS_WORLD/VIRTUOS_Playground 2025-02-11 13:45:58 +01:00
0e8f1a44fc Update README.md 2025-02-11 12:10:40 +00:00
d73516c842 Cleanup 2025-02-11 13:05:58 +01:00
455d5b5fbb Messed up Clean Up for not knowing about Redirectors (revert by force push), Fixed Clarice Movement Mode after Drop, Fixed Clarice Roll Root Contraint, Added Textures and new improved Walk Animation for Clarice 2025-02-10 23:25:14 +01:00
57fcb14dbb Misc 2025-02-06 22:38:29 +01:00
76327f43ac Happy with the Character Grab now, AnimBP needs Jump, Flying needs to be Implemented as well 2025-02-06 15:40:25 +01:00
37e46a298a Fixed Issue caused by the locked Constraint from root to body 2025-02-05 12:56:58 +01:00
04b15ead40 Addendum 2025-02-04 22:58:14 +01:00
c63a93568a Current Mood: F*ck this, no physics on characters i guess 2025-02-04 22:13:24 +01:00
d62f81a2f4 Wrok on Clarice, mostly Physics Setup / Grip 2025-02-03 16:52:47 +01:00
63ca791e57 Work on Clarice Transition between simulated and Charater 2025-02-02 23:01:05 +01:00
8e2ee66632 Fixed Grab offset caused by missing root Collision in Physics Asset (thanks to my saviour MordenTral) 2025-02-02 11:54:44 +01:00
04392245a8 Still wasn't able to fix Grab Offset for Scaled Skeletal Mesh, MordenTral volunteered to look into it <3 2025-01-30 22:57:41 +01:00
ed2af367d6 The Grab Offset due to a scaling Issue on Clarice is fixed 2025-01-29 16:35:38 +01:00
309ce232fb FIxed per Bone Grip (block VRTrace), but offset on non Per Bone still persists 2025-01-28 15:47:46 +01:00
6e1077624e PCC - Modifying Legs still doesnt work, but changing angular strength for certain Limbs does. Grab still has the offset 2025-01-27 22:26:06 +01:00
d0229c6c2c Update VRE, Fix broken Asset 2025-01-27 18:51:40 +01:00
9eeb6901d4 Body Modifier on Legs not working 2025-01-27 16:52:01 +01:00
f5175b49a6 Testing the Physical Control Component needed to grab Characters with VRE 2025-01-26 23:45:17 +01:00
4dad241f4e Not quite happy with the Shoe Placement 2025-01-19 22:09:22 +01:00
8588df3b8c Addendum: I didn't, maybe do multipspheretrace and get closest navpoint to projectile location? 2025-01-19 19:25:45 +01:00
440f6d8c52 Maybe Fixed Clipping Shoes Issue 2025-01-19 18:52:24 +01:00
505e2b9ef5 Turns out: Widget Movement didnt work, I just hadnt paused the game. Now each Widget has its own MoverComponent. Also added Credits via CSV import. 2025-01-19 18:06:28 +01:00
3ce25a3f6c Fixed Movement not Loading 2025-01-17 21:27:23 +01:00
ef26a0ce83 Implemented Save and Change of Movement Type, but for some reason it wont save the current 2025-01-17 19:22:44 +01:00
0c2d354f80 Fixed Character Movement Stop on Spline, Save of Graphics works 2025-01-17 13:52:46 +01:00
0cd31cec73 Fixed Menu Component Movement to Position via Timer
Rebecca: Elefantengießkanne
2025-01-15 14:27:31 +01:00
a1448ac77d Little Door fix, mostly implemented Graphics Settings to Main Menu 2025-01-14 23:13:36 +01:00
b37fdb96a7 Found a way to make that damn door work i think 2025-01-13 16:09:06 +01:00
1471bc46d4 Misc Changes on GlibertAnim and Door 2025-01-12 23:38:46 +01:00
5d45b12bc1 Spline Following is still a pain but should work now, needs cleanup 2025-01-08 21:51:16 +01:00
dc4b8969d7 Reworked Character Following Spline,. Actor Following didnt work as desired
Thanks to Great Ocean Games Tutorial https://www.youtube.com/watch?v=UIF1PcmZkGA
2025-01-08 15:26:21 +01:00
4ce5dafff0 Fixed OnLinkReached Issue
It seems like I added the event bind by accident, deleted the bind, which left a custom Event and not the intenden ReachEvent!
2025-01-08 09:45:58 +01:00
514d1dcf6f Fixing Gilbert Scale, NavLink Setup, Note: You to bind the Reached Event on Begin Play instaed of calling directly
https://www.youtube.com/watch?v=G4GHa-zmQR8
2025-01-07 14:50:57 +01:00
33baabc970 Follow Spline Approach with seperate Actor 2025-01-06 23:13:37 +01:00
dc556bbbc0 Testing Spline Movement for Gilbert, Door 2025-01-06 16:43:17 +01:00
abeb253bdf Rework on Gilbert using Protowolfs Blender Addon for Export 2025-01-06 00:14:59 +01:00
2891 changed files with 4761 additions and 4468 deletions

2
.gitattributes vendored
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@ -55,7 +55,7 @@ text=auto
*.[fF][lL][aA][cC] filter=lfs diff=lfs merge=lfs -text *.[fF][lL][aA][cC] filter=lfs diff=lfs merge=lfs -text
# Not recommended to use, but supported: # Not recommended to use, but supported:
*.[mM][pP]3 filter=lfs diff=lfs merge=lfs -text *.[mM][pP]3 filter=lfs diff=lfs merge=lfs -text
* [wW][mM][aA] filter=lfs diff=lfs merge=lfs -text *.[wW][mM][aA] filter=lfs diff=lfs merge=lfs -text
*.[aA][cC]3 filter=lfs diff=lfs merge=lfs -text *.[aA][cC]3 filter=lfs diff=lfs merge=lfs -text
*.[aA][mM][rR] filter=lfs diff=lfs merge=lfs -text *.[aA][mM][rR] filter=lfs diff=lfs merge=lfs -text
*.[aA][iI][fF] filter=lfs diff=lfs merge=lfs -text *.[aA][iI][fF] filter=lfs diff=lfs merge=lfs -text

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@ -1 +1 @@
Experiments with the Expasion Plugin Experiments with the Expansion Plugin

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@ -33,14 +33,14 @@ ConfiguredInternetSpeed=15000
ConfiguredLanSpeed=20000 ConfiguredLanSpeed=20000
[/Script/EngineSettings.GameMapsSettings] [/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/VRE/ExampleMap/MotionControllerMap.MotionControllerMap EditorStartupMap=/Game/Maps/MotionControllerMap.MotionControllerMap
LocalMapOptions= LocalMapOptions=
TransitionMap= TransitionMap=
bUseSplitscreen=False bUseSplitscreen=False
TwoPlayerSplitscreenLayout=Horizontal TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop ThreePlayerSplitscreenLayout=FavorTop
GameInstanceClass=/Game/VRE/Core/VRGameInstance.VRGameInstance_C GameInstanceClass=/Game/VRE/Core/VRGameInstance.VRGameInstance_C
GameDefaultMap=/Game/VRE/ExampleMap/MotionControllerMap.MotionControllerMap GameDefaultMap=/Game/Maps/Map_MainMenu.Map_MainMenu
ServerDefaultMap=/Engine/Maps/Entry ServerDefaultMap=/Engine/Maps/Entry
GlobalDefaultGameMode=/Game/VRE/Core/SteamVR_GM.SteamVR_GM_C GlobalDefaultGameMode=/Game/VRE/Core/SteamVR_GM.SteamVR_GM_C
GlobalDefaultServerGameMode=None GlobalDefaultServerGameMode=None
@ -167,11 +167,13 @@ bSendAnonymousUsageDataToEpic=False
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") +Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") +Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)") +Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="VRTraceChannel") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Overlap,bTraceType=True,bStaticObject=False,Name="VRTraceChannel")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FloorTrace") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FloorTrace")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="PawnWalking") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="PawnWalking")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="TossableTrace") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="TossableTrace")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="UI") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="UI")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="CharacterSphere")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="CharacterProp")
+EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="VRTraceChannel"))) +EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="VRTraceChannel")))
+EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="VRTraceChannel"))) +EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="VRTraceChannel")))
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
@ -203,8 +205,8 @@ TileSizeUU=990.000000
CellSize=19.000000 CellSize=19.000000
CellHeight=10.000000 CellHeight=10.000000
AgentMaxStepHeight=35.000000 AgentMaxStepHeight=35.000000
NavMeshResolutionParams[0]=(CellSize=38.076923,CellHeight=10.000000,AgentMaxStepHeight=35.000000) NavMeshResolutionParams[0]=(CellSize=15.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000)
NavMeshResolutionParams[1]=(CellSize=15.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000) NavMeshResolutionParams[1]=(CellSize=15.000000,CellHeight=10.000000,AgentMaxStepHeight=50.000000)
NavMeshResolutionParams[2]=(CellSize=15.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000) NavMeshResolutionParams[2]=(CellSize=15.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000)
AgentRadius=20.000000 AgentRadius=20.000000
AgentHeight=144.000000 AgentHeight=144.000000

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