edea7fc8b4
Fix Meldewesen visibility cone issues
2020-01-28 16:42:04 +01:00
b5689a5511
pillometer texture change depending on pill level
2020-01-28 15:52:57 +01:00
b7a53651bb
Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace
2020-01-28 15:01:14 +01:00
1430afdf6c
less noises
2020-01-28 14:55:33 +01:00
2d167726b3
Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace
2020-01-28 14:12:22 +01:00
b6c129897b
Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace
2020-01-28 13:42:45 +01:00
9ad6d9756c
fixed behavior: Meldewesen runs back after player is not suspicious anymore
2020-01-28 13:42:23 +01:00
8a785ecdbc
Make Meldewesen cone material local to prevent it from changing in all
2020-01-28 12:32:51 +01:00
ec939904fc
Better scaling of visibility
2020-01-28 12:15:21 +01:00
fa69ab0897
Meldewesen visibility shouldn't go through walls anymore
2020-01-28 12:11:49 +01:00
c412c91f4f
Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace
...
# Conflicts:
# Level/OutsideWorld.tscn
2020-01-28 11:42:21 +01:00
37b558d7de
fixed Meldewesen behavior \ o /
2020-01-27 17:24:18 +01:00
d8658e4b09
Use preloaded audio clips in Meldewesen
2020-01-27 12:32:32 +01:00
c656c8a947
Add new meldewesen meshes
2020-01-27 11:18:49 +01:00
57ba4a261d
Visibility cone changes color depending on status
2020-01-26 18:33:03 +01:00
b82e328a49
use Worker instead of Meldewesen
...
#31
2020-01-26 16:31:20 +01:00
30e87cccf0
#42
2020-01-26 16:09:13 +01:00
588167dbae
#43 #43 46
2020-01-26 00:48:08 +01:00
92efe2e488
#44 sounds, #43 react time
2020-01-25 19:28:52 +01:00
5c212f3560
Meldewesen following player
2019-12-27 20:50:38 +01:00
88e184e52d
updated detection of forbidden areas
2019-12-27 20:21:52 +01:00
c1a0d5672d
Meldewesen stops following in pill level is high enough
...
adjusted pill level
2019-12-27 19:09:11 +01:00
3cfd698276
added nose for Meldewesen for easier debugging
...
set Min Pill level to 1 -> otherwise collisions seems to stop working
changed Meldewesen behavior: only "catch" player if is in forbidden Area, otherwise just following
2019-12-27 18:10:09 +01:00
f2dbcc91a5
fixed lever
...
outline-refactoring
2019-12-14 21:05:09 +01:00
d77f55705c
adding sound for eating (stolen by Karl made by Marlene eating an apple)
...
adding collision for Player - Meldewesen
2019-12-03 12:33:10 +01:00
SlightlyObscure
67d95714f6
added models for keys
2019-11-17 23:35:56 +01:00
761ff2f264
Meldewesen only follows player with low pill level
2019-11-11 23:02:38 +01:00
9fd3087fdc
Meldewesen runs towards player when seeing it
...
The NPC got some functionality which now allows it to tell the
PathNavigator where it wants to go, in addition to the default
behavior.
2019-11-11 10:49:50 +01:00
93f59ec131
Add NPC class which Meldewesen now inherits from
...
This is in preparation for being able to more finely control the NPC,
both from the specific NPC implementation and the PathNavigator (which
was renamed accordingly)
2019-11-11 10:24:29 +01:00
f67b7e6361
Meldewesen player visibility works with new Player
2019-11-11 10:20:23 +01:00
d2ee524f72
Fix issues with Meldewesen pathfinding
...
The NavigationMeshInstance now keeps larger distances from obstacles to
avoid the Meldewesen from colliding with them while traversing the
correct path.
A possible issue with the look_at vector has been fixed as well.
2019-11-11 10:16:03 +01:00
932930b6b7
- added Logger
2019-11-02 20:06:20 +01:00
72989b8438
Meldewesen can detect Player within visibility
2019-10-30 01:01:02 +01:00
9c583ed694
Implement basic path following for Meldewesen
...
The PathNavigatorForKinematicBody node can take a KinematicBody as a
child and move it along its path. It doesn't strictly follow the path
though, but also avoids obstacles according to the Navigation (with its
Navmesh).
How the Navigation node is fetched will be changed using Groups later,
the current structure is temporary.
A PathTestWorld has been added for testing this behavior, as well as a
basic Meldewesen.
2019-10-28 01:25:52 +01:00