Updated inventory panel to implement close within the c++ code, but allow the BP to override if desired
Updated inventory panel to keep track of whether the mouse was being shown or not and to reset it to that value when closing instead of setting it to false when closing
Updated inventory panel to not change the input mode at all
Updated BP inventory panel to use new c++ close implementation and remove its original BP implementation
Add left mouse button as a primary attack input
Updated player controller blueprint to set input mode to Game and UI
Updated walljump to do a single linetrace by channel instead of a multi line trace by channel since we only need the first hit to get a walljump
Updated BP_WotCharacter to have a mouselook function which gets the mouse world location and direction and computes the intersection of that vector with with the plane defined by the actor location and the z vector. Then use that intersection to compute a rotation vector for setting the yaw (rotation about the z axis) of the player character
Updated the BP_WotCharacter to set mouse look whenever the left mouse button is held down.
Description
Motivation and Context
Closes #67
How has this been tested?
Playing the gameplay test map in the editor.
Screenshots (if appropriate):
https://github.com/Well-known-Game-Studio/wot_a_good_game/assets/213467/abcd4ee8-9dd6-4ed3-81c6-e9bb2a4dbc25
Types of changes
Checklist:
Software
.github/workflows/build.yml
file to add my new test to the automated cloud build github action.