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Bringing Experimental into Main #24

Merged
merged 7 commits into from
Jan 19, 2024
Merged

Bringing Experimental into Main #24

merged 7 commits into from
Jan 19, 2024

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Phazorknight
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After a lot of updates and cleanup, I'm going to bring the experimental branch into main.

…ettings (for bidirectional door animations, self-closing doors, etc). Added new scene management. Early attempt at building persistence logic.
Items:
- Fixed collision check on item drop.
- Added condition check to only use consumables if their attribute isn't maxed out.

Player Controller:
- Added function to Player Interaction component to easily get the end point of the interaciton raycast, as used in item drop and carryables.
- Simplified code a bit.

Carryiable:
- Slight tweaks.
Some big changes in here on scene management.
- Updated cogito_scene_manager to handle saving and loading
- Updated scene transition script and loading screen script
- Implemented first version of resource based saving and loading, working via game slots (currently there's only slot A)
- Items that are currently persistent/saveable:
-- External inventories
-- Player Inventory and Attributes
-- Pickups
-- Carryables

Not yet saveable/persistent:
- Doors and their status (locked/unlocked, open/closed, etc)
- Wieldables
- Switchables
- prettymuch anything else.
@Phazorknight Phazorknight merged commit ecc599e into main Jan 19, 2024
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