February 2019 (Week 2)
+ timed eject and ui
+ interact ui + cleanup
+ mocap setup
+ bugs
+ [AC] bakes/low poly
+ timed eject and ui
+ interact ui + cleanup
+ mocap setup
+ bugs
+ [AC] bakes/low poly
+ More speed indicating UI
+ Truesky workarounds
+ Particle trails for low speed motion
+ Flack AI and splosions
+ Gen LoDs for planes
+ [AC] Witch high res clothing
+ Continuous warping
+ Grappling for PC
+ Wrote some dialog for characters, ideas for witch characters
+ More work on random mission gen, return to base etc
+ Non-VR fixes, grappling
+ Spread missions spawn per sector and per location
+ Add curve for mission spawn density depending on player progress
+ More changes to spawn formation
+ Cleanup
+ Mac compatibility crap
+ blocked/placed AA and Radar objects with level + range
+ more work on random spawn selection, wave source/destination by sector or city
+ player save data
+ Rescaled everything to correct size for UE coordinates
+ Serialization + Data tables for missions
+ Working on generator for waves of enemies/missions
+ Bunch of cleanup
+ Blocking out AA cannons
+ Blocking stat menus, enemy and character progression
+ [E] Weapon sfx
+ Bug fixes
+ [E] Weapon sfx
+ Add explosions
+ Add hp bar and some enemy indicator changes
+ Changes to AI + collision
+ [E] Weapon sfx
+ Fix for warp shaders
+ Fix for pilot lookat target
+ Rewriting flight AI, added basic collision avoidance, adding more air to air avoidance
+ [E] Weapon sfx
+ Moving to "smart objects" model for gunner and pilot seats, where objects drive the AI animation state to some degree
+ ai head lookat
+ tweeking truesky settings for engine update
+ reworking ai state machine, simplifying
+ [E] Added more actors/assets to block in sfx
+ Experiments with warp effect shader, using a tunnel warp for now
+ Setup IK for pilot/gunner hands
+ Moved engine to 4.19 for plugin compatability reasons
+ [E] Projectile sfx
+ Fixes for map based warping
+ Tile based streaming for terrain
+ More work on water shaders
+ [E] Projectile sfx
+ Streaming tiles + aligning map to new tiles
+ Most PC controls, now VR is not required, can combine vr and pc controls
+ Better filtering of satellite data
+ Planning generation of vegetation and textures for roads and fields
+ [E] More WWise work
+ Map base warping
+ Tiled map of combat area
+ Bug fixes
+ [E] More WWise work
+ Added git repos
+ More water and clouds experiments
+ Adding sound effects to game
+ [E] Starting up with WWise
+ Missions spawn and despawn different planes at some radius
+ Cleaned map data for UK + France
+ Working with water shader assets
+ Expanded 2d map added directional arrows to mission icons
+ Investigating assets for clouds/atmospherics
+ [M] gunfire, engine and siren SFX
+ Talking with others about music composition and more SFX
+ Bug fixes
+ Stereo HMD map with moving icons
+ fixes for warping, bullets, ai steering
+ mission actors that spawn a number of enemies of different types
+ Changes for broom controls for better close and far range combat
+ Player turn while climbing
+ More control changes, falling air control and physics changes
+ Fix broom summon
+ Airplane summoning + assembly materials/animations components
+ Warp summon
+ Stereo icons
+ Some interfaces for map location icon registration
+ Bug fixes
+ Planned mission / event editor and format
+ Evaluated schedule, cut boring features and added better ones
+ Enter bomber plane
+ Bomber crew spawned
+ Improved broom controls
+ Rebase world origin
+ Grab pilot and throw out of plane
+ Open canopy
+ Plane crash
+ Smoother flight controls, yaw and roll together