First build

This commit is contained in:
Kevin Poretti 2023-02-05 23:10:36 -05:00
parent 0b6136fb92
commit 3c80148e0f
36 changed files with 2886 additions and 16 deletions

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@ -0,0 +1,22 @@
GravityStomp/Binaries/Win64/D3D12/D3D12Core.dll 2022-12-10T19:56:11.359Z
GravityStomp/Binaries/Win64/GravityStompGame-Win64-Shipping.exe 2023-02-06T03:38:02.321Z
GravityStomp/Binaries/Win64/OpenImageDenoise.dll 2022-12-10T19:38:58.110Z
GravityStomp/Binaries/Win64/boost_atomic-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.103Z
GravityStomp/Binaries/Win64/boost_chrono-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.104Z
GravityStomp/Binaries/Win64/boost_iostreams-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.104Z
GravityStomp/Binaries/Win64/boost_program_options-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.105Z
GravityStomp/Binaries/Win64/boost_python39-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.106Z
GravityStomp/Binaries/Win64/boost_regex-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.107Z
GravityStomp/Binaries/Win64/boost_system-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.108Z
GravityStomp/Binaries/Win64/boost_thread-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.108Z
GravityStomp/Binaries/Win64/tbb.dll 2022-12-10T19:56:07.368Z
GravityStomp/Binaries/Win64/tbb.pdb 2022-12-10T19:38:42.430Z
GravityStomp/Binaries/Win64/tbb12.dll 2022-12-10T19:39:00.580Z
Engine/Extras/Redist/en-us/UEPrereqSetup_x64.exe 2022-12-10T19:40:47.023Z
Engine/Binaries/ThirdParty/DbgHelp/dbghelp.dll 2022-12-10T19:38:19.409Z
Engine/Binaries/ThirdParty/NVIDIA/NVaftermath/Win64/GFSDK_Aftermath_Lib.x64.dll 2022-12-10T19:38:45.016Z
Engine/Binaries/ThirdParty/Ogg/Win64/VS2015/libogg_64.dll 2022-12-10T19:38:45.354Z
Engine/Binaries/ThirdParty/Vorbis/Win64/VS2015/libvorbis_64.dll 2022-12-10T19:38:51.888Z
Engine/Binaries/ThirdParty/Vorbis/Win64/VS2015/libvorbisfile_64.dll 2022-12-10T19:38:51.889Z
Engine/Binaries/ThirdParty/Windows/XAudio2_9/x64/xaudio2_9redist.dll 2022-12-10T19:56:11.487Z
GravityStompGame.exe 2023-02-06T04:08:33.516Z

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@ -3,6 +3,107 @@ ProjectID=EAE41D29471FBD447E5454B1D01C9ECF
ProjectName=Gravity Stomp
Description=Multiplayer competitive platformer where you manipulate gravity
CopyrightNotice=Gravity Stomp Copyright Kevin Poretti
ProjectVersion=0.0.1
ProjectVersion=1.0.0
ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "79D56CC04C9E98AB5B2981808A14FB31", "Gravity Stomp")
[/Script/UnrealEd.ProjectPackagingSettings]
Build=IfProjectHasCode
BuildConfiguration=PPBC_Shipping
BuildTarget=
LaunchOnTarget=
StagingDirectory=(Path="Z:/Projects/Unreal/GravityStomp/GravityStomp/")
FullRebuild=False
ForDistribution=False
IncludeDebugFiles=False
BlueprintNativizationMethod=Disabled
bIncludeNativizedAssetsInProjectGeneration=False
bExcludeMonolithicEngineHeadersInNativizedCode=False
UsePakFile=True
bUseIoStore=True
bUseZenStore=False
bMakeBinaryConfig=False
bGenerateChunks=False
bGenerateNoChunks=False
bChunkHardReferencesOnly=False
bForceOneChunkPerFile=False
MaxChunkSize=0
bBuildHttpChunkInstallData=False
HttpChunkInstallDataDirectory=(Path="")
WriteBackMetadataToAssetRegistry=Disabled
bCompressed=True
PackageCompressionFormat=Oodle
bForceUseProjectCompressionFormatIgnoreHardwareOverride=False
PackageAdditionalCompressionOptions=
PackageCompressionMethod=Kraken
PackageCompressionLevel_DebugDevelopment=4
PackageCompressionLevel_TestShipping=5
PackageCompressionLevel_Distribution=7
PackageCompressionMinBytesSaved=1024
PackageCompressionMinPercentSaved=5
bPackageCompressionEnableDDC=False
PackageCompressionMinSizeToConsiderDDC=0
HttpChunkInstallDataVersion=
IncludePrerequisites=True
IncludeAppLocalPrerequisites=False
bShareMaterialShaderCode=True
bDeterministicShaderCodeOrder=False
bSharedMaterialNativeLibraries=True
ApplocalPrerequisitesDirectory=(Path="")
IncludeCrashReporter=False
InternationalizationPreset=English
-CulturesToStage=en
+CulturesToStage=en
LocalizationTargetCatchAllChunkId=0
bCookAll=False
bCookMapsOnly=False
bSkipEditorContent=False
bSkipMovies=False
-IniKeyDenylist=KeyStorePassword
-IniKeyDenylist=KeyPassword
-IniKeyDenylist=rsa.privateexp
-IniKeyDenylist=rsa.modulus
-IniKeyDenylist=rsa.publicexp
-IniKeyDenylist=aes.key
-IniKeyDenylist=SigningPublicExponent
-IniKeyDenylist=SigningModulus
-IniKeyDenylist=SigningPrivateExponent
-IniKeyDenylist=EncryptionKey
-IniKeyDenylist=DevCenterUsername
-IniKeyDenylist=DevCenterPassword
-IniKeyDenylist=IOSTeamID
-IniKeyDenylist=SigningCertificate
-IniKeyDenylist=MobileProvision
-IniKeyDenylist=IniKeyDenylist
-IniKeyDenylist=IniSectionDenylist
+IniKeyDenylist=KeyStorePassword
+IniKeyDenylist=KeyPassword
+IniKeyDenylist=rsa.privateexp
+IniKeyDenylist=rsa.modulus
+IniKeyDenylist=rsa.publicexp
+IniKeyDenylist=aes.key
+IniKeyDenylist=SigningPublicExponent
+IniKeyDenylist=SigningModulus
+IniKeyDenylist=SigningPrivateExponent
+IniKeyDenylist=EncryptionKey
+IniKeyDenylist=DevCenterUsername
+IniKeyDenylist=DevCenterPassword
+IniKeyDenylist=IOSTeamID
+IniKeyDenylist=SigningCertificate
+IniKeyDenylist=MobileProvision
+IniKeyDenylist=IniKeyDenylist
+IniKeyDenylist=IniSectionDenylist
-IniSectionDenylist=HordeStorageServers
-IniSectionDenylist=StorageServers
+IniSectionDenylist=HordeStorageServers
+IniSectionDenylist=StorageServers
+MapsToCook=(FilePath="/Game/UI/MainMenu/MainMenu")
+MapsToCook=(FilePath="/Game/Maps/City/City1")
+DirectoriesToAlwaysCook=(Path="/Interchange/Functions")
+DirectoriesToAlwaysCook=(Path="/Interchange/gltf")
+DirectoriesToAlwaysCook=(Path="/Interchange/Materials")
+DirectoriesToAlwaysCook=(Path="/Interchange/Pipelines")
+DirectoriesToAlwaysCook=(Path="/Interchange/Utilities")
PerPlatformBuildConfig=(("Windows", PPBC_Shipping))
PerPlatformTargetFlavorName=(("Android", "Android_ASTC"))
PerPlatformBuildTarget=()

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BIN
GravityStomp/Content/Maps/City/City1.umap (Stored with Git LFS)

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@ -26,5 +26,8 @@
"Editor"
]
}
],
"TargetPlatforms": [
"Windows"
]
}

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@ -9,13 +9,13 @@
#include "Kismet/KismetMathLibrary.h"
// These are defined in CharacterMovementComponent.cpp and inaccessible here. Just copy and paste too make the PhysFalling work
namespace CharacterMovementConstants
namespace GSCharacterMovementConstants
{
// MAGIC NUMBERS
const float VERTICAL_SLOPE_NORMAL_Z = 0.001f; // Slope is vertical if Abs(Normal.Z) <= this threshold. Accounts for precision problems that sometimes angle normals slightly off horizontal for vertical surface.
}
namespace CharacterMovementCVars
namespace GSCharacterMovementCVars
{
int32 ForceJumpPeakSubstep = 1;
FAutoConsoleVariableRef CVarForceJumpPeakSubstep(
@ -109,7 +109,7 @@ void UGSCharacterMovementComponent::PhysFalling(float deltaTime, int32 Iteration
DecayFormerBaseVelocity(timeTick);
// See if we need to sub-step to exactly reach the apex. This is important for avoiding "cutting off the top" of the trajectory as framerate varies.
if (CharacterMovementCVars::ForceJumpPeakSubstep && OldVelocityWithRootMotion.Z > 0.f && Velocity.Z <= 0.f && NumJumpApexAttempts < MaxJumpApexAttemptsPerSimulation)
if (GSCharacterMovementCVars::ForceJumpPeakSubstep && OldVelocityWithRootMotion.Z > 0.f && Velocity.Z <= 0.f && NumJumpApexAttempts < MaxJumpApexAttemptsPerSimulation)
{
const FVector DerivedAccel = (Velocity - OldVelocityWithRootMotion) / timeTick;
if (!FMath::IsNearlyZero(DerivedAccel.Z))
@ -283,7 +283,7 @@ void UGSCharacterMovementComponent::PhysFalling(float deltaTime, int32 Iteration
}
// Act as if there was no air control on the last move when computing new deflection.
if (bHasLimitedAirControl && Hit.Normal.Z > CharacterMovementConstants::VERTICAL_SLOPE_NORMAL_Z)
if (bHasLimitedAirControl && Hit.Normal.Z > GSCharacterMovementConstants::VERTICAL_SLOPE_NORMAL_Z)
{
const FVector LastMoveNoAirControl = VelocityNoAirControl * LastMoveTimeSlice;
Delta = ComputeSlideVector(LastMoveNoAirControl, 1.f, OldHitNormal, Hit);
@ -654,10 +654,6 @@ bool UGSCharacterMovementComponent::FloorSweepTest(FHitResult& OutHit, const FVe
return bBlockingHit;
}
bool UGSCharacterMovementComponent::IsCharacterUpAlignedToWorldUp() const
{
return FMath::Abs(CharacterUpDirection.Dot(FVector::UpVector)) > UE_KINDA_SMALL_NUMBER;
}
float UGSCharacterMovementComponent::GetRollFromCharacterUpDir(const FVector& UpDir) const
{
@ -790,7 +786,7 @@ void UGSCharacterMovementComponent::OnMovementModeChanged(EMovementMode Previous
// If we leave a base during movement and we have additive root motion, we need to add the imparted velocity so that it retains it next tick
CurrentRootMotion.LastPreAdditiveVelocity += DecayingFormerBaseVelocity;
}
if (!CharacterMovementCVars::bAddFormerBaseVelocityToRootMotionOverrideWhenFalling || FormerBaseVelocityDecayHalfLife == 0.f)
if (!GSCharacterMovementCVars::bAddFormerBaseVelocityToRootMotionOverrideWhenFalling || FormerBaseVelocityDecayHalfLife == 0.f)
{
DecayingFormerBaseVelocity = FVector::ZeroVector;
}

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@ -29,7 +29,7 @@ public:
float GetRollFromCharacterUpDir(const FVector& UpDir) const;
UFUNCTION(BlueprintPure)
FORCEINLINE bool IsCharacterUpAlignedToWorldUp() const;
FORCEINLINE bool IsCharacterUpAlignedToWorldUp() const { return FMath::Abs(CharacterUpDirection.Dot(FVector::UpVector)) > UE_KINDA_SMALL_NUMBER; }
// UCharacterMovementComponent interface