Updated portal actor to not show all the time, but instead to have a trigger range which scales up the portal when entering, and then scales down and hides the portal when exiting
Added campfire actor which takes the static mesh and particle system that was separate in the level and puts them together. Implements the interactible and highlighting interfaces and allows the user to change the time of day
Created a blockout actor for a small hosue to make blocking out overworld villages easier
Updated lan and tam skeletons to be compatible with each other and rand skeleton
Updated game modes (large/medium/small and base c++) to support saving and loading the time of day using the game instance on begin play / end play so that level transitions can allow the levels to have the same time
Added emonds field map and started testing the modeling (mainly grid) tools plugin
Enabled the modeling tools, uv editing, and SK editing plugins in the project
Updated all the maps to use the UltraDynamicSky for the lighting to make it simpler and more consistent to set up lighting between the levels, and to have really nice nighttime lighting :)
Added portals between overworld and emonds field village
Updated game instance blueprint to override the save/load time of day interface to get the ultra dynamic sky actor for getting / setting time of day.
minor update to maps
feat(ui): update action widget and update generic gamepad configuration - adding it to the common ui input config
feat(interaction): dont spawn / show the interaction widget if the text is empty
feat(actions): update actions to have setting configuring whether they can be used while falling
removed debug drawing for jump trace
removed debug print from magic projectile
feat(ui): update ui
Updated wot user widget base to have attach actor and perform the location update in the tick function - and removed that redundant code from the pop up and health bar classes
Added ability for character to show action widget (separate from popup widget)
feat(input): initial work on common ui framework for showing action icons in UI and supporting switching between different ui states and controllers.
feat(emonds field): updated time of day in editor
feat(geometry): enabled geometry script plugin and added a couple more mountains to overworld map
feat(campfire): updated campfire so that smoke / particles are not visible during daytime. added campfire to gameplay test map
feat(diorama): updated fluid flux config to not simulate at runtime and instead just use the initial simulation state
Description
Motivation and Context
Related to #49, #40, #37
How has this been tested?
Playing it :)
Screenshots (if appropriate):
Portal:
https://github.com/Well-known-Game-Studio/wot_a_good_game/assets/213467/5d85ac0d-7f29-442a-8fdd-88b588e4243a
Common UI Action Widget in new WotInteractionWidget
Campfire:
https://github.com/Well-known-Game-Studio/wot_a_good_game/assets/213467/8e87aa08-d1a0-45fe-b78d-95445bd5234c
Types of changes
Checklist:
Software
.github/workflows/build.yml
file to add my new test to the automated cloud build github action.