Daily Dev Log for December 7th, 2017
Hey everyone! Here’s what everyone on the team has been working on over the course of today, December 7th, 2017.
@Zak continued working on Steam Workshop support, adding a container for animation data to model format to make it easier to bootstrap skeletal animation in the viewer application.
@macdguy continued working on Winter Events. Today he created a portal arena mode with effects and teleport logic. The portal mode now properly loads and unloads a level with Level Streaming, and a system was created to teleport players to the newly level streamed area (for Snowball Battle). He integrated @Lifeless's winter arena into the Snowball Battle, and fixed several issues with the Plaza fountain transforming into portal mode. Several other fixes were made, such as the level streaming not unstreaming when a player leaves the minigame or when the minigame is over, and another issue where the HUD message wouldn't show up when a player joined a minigame with the level loading system. Outside of Winter Events, he fixed a small regression bug with the Shooting Gallery (no the Shooting Gallery isn't being worked on), and he fixed the crosshair textures looking very pixelated (a regression).
@Lifeless continued working on the Zombie Massacre map, Gasoline.
@Madmijk continued working on the Turrets for Zombie Massacre, starting to work on functions to sort zombies by their distance to the turret, so it can prioritize shooting at nearby zombies.
@Caboose700 doesn't work on Wednesdays and Thursdays.
@Wergulz is busy with finals for school this week
@donglekumquat continued working on music for Zombie Massacre.
@Deniz helped @macdguy setup the C++ build for Unreal Engine 4.18 on his machine. He investigated a very weird crash he was getting in the PhysX subsystem on certain Minigolf maps. He started tweaking the PhysX sub-stepping parameters and conducted some general testing to see what broke and what didn't as a result of the PhysX changes that he made. He's currently looking into using physics scene contact modifiers to see if we can deal with some physics edge cases that crop up due to overlapping faces in static meshes.
That’s what everyone at PixelTail Games has been working on today! See you all tomorrow!