+ Barrels, lanterns, retaining wall, and wheelbarrow props made.
+ Moved to Unity from Unreal. Taking advantage of the move to be more rigorous with defensive coding techniques and unit/integration testing.
+ Item system greatly simplified with proper Interface types from C#.
+ Unit tests revealed some previously unknown bugs with an edge case in my inventory system. Fixed.
- Moved to Unity from Unreal.
- Most things being pass-by-reference in C# surprises me in bad ways.
+ Context-aware usage on items implemented
+ Crop seedling placeholders made.
- Dickin around with materials and rendering settings in ue4
+ Refactored item code. Now easier to add/edit new items and behaviors without a billion blueprints cluttering my project.
+ Item spawning now driven by data from a table rather than entered by hand in the console.
- Gutted majority of blueprints which used to make up the items and inventory.
- Mysterious crashes and Item data table wiped. Attempts to force delete only saw it re-appear in the project for unknown reasons. Replacing references to the table with another table pissed ue4 off even more. A couple editor restarts later, the old table is restored (albeit missing a few rows but OK). A few, but not all, uses of the table in my blueprints broke without notification but compiled fine; some fuckery was afoot.
+ Made some placeholder models for gardening tools (hoe and pick mattock)
+ Fixed socket error with models so they both line up with the player's hand when attached. The transform of one of the models in blender was crazy numbers instead of 0 on export.
+ Items can be swapped around in inventory and be swapped with empty slots as well.
+ Fixed bug with stack size display when item is dragged in inventory.
+ Fixed bug with inventory slot style after an item is dragged from or over said slot.
- Fixed some ridiculous collision behavior issues which boiled down to "restart UE4 50 times"
+ Improved camera behavior to not be so jarring while moving suddenly to the left or right of it
- Some placeholders created in Blender for boulders and stumps for the player to destroy. They look like ass. This was the furthest thing away from progress possible.
+ Spawning new actors on surface of clicked mesh
+ Snapping spawned actors to invisible grid on creation
+ Items can be "collected" by walking near them