Files
beyond/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Changelog_Melee.txt
2024-11-20 15:21:28 +01:00

935 lines
50 KiB
Plaintext

Thank you for support our asset!
*IMPORTANT* This asset requires Unity 2019.4.32f1 LTS or higher.
If you have any question about how it works or if you are experiencing any trouble,
feel free to email us at: inv3ctor@gmail.com
Please do not Upload or share this asset as a package without permission.
If you downloaded this asset illegally for studies or prototype purposes,
please reconsider purchase if you want to publish your work, you can buy on the AssetStore or the vStore
or send us a email and we can figure something out, you can even post your work on our Forum,
we will be happy to help with feedback and advertise your game on our Reel videos.
It has been more than 5 years since the release of v1.0 and we continue to work on this only because of your support,
otherwise we will have to find day jobs and we would never had time to work on this, so thank you!
ASSETSTORE: https://www.assetstore.unity3d.com/en/#!/content/44227
VSTORE: https://sellfy.com/invector
FORUM: http://invector.proboards.com/
YOUTUBE: https://www.youtube.com/channel/UCSEoY03WFn7D0m1uMi6DxZQ
WEBSITE: http://www.invector.xyz/
ONLINE DOCUMENTATION: https://www.invector.xyz/thirdpersondocumentation
Invector Team - 2022
MeleeCombat 2.6.1b Hotfix 22/01/2021
- [Melee] Fix missing script on SimpleMelee AI in some scenes from internal packages (2.5d, topdown, mobile)
- [Inventory] Fix inventory Started Items with a limited count
- [Controller] Fix footstep AudioSurface editor not openning the list of audioclips and texture list
- [Controller] Fix stopCharacter and StopCharacterWithLerp methods not stopping the character correctly
- [Controller] Fix jump and Rotate option not working when Strafing
- [Controller] Fix some parameters not showing in the inspector on Unity 2020+
- [Controller] Fix AutoCrouch not working correctly on some situations
- [Template] Improvements in the demo scenes (adjust/fix scene prefabs, adjust settings, etc...)
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.6.1a Improvements & Fixes 22/11/2021
- Add more options to Check StopMove method (Raycast, CapsuleCast, SphereCast)
- Improved Animation Movement BlendTree Transition (footslide improved)
- Fix TriggerChangeCameraState not working correctly
- Fix Animator Falling transition checked with Can Transition to self causing issues with landing
* Project update from 2019.4.22 to 2019.4.32 to replace Collab with Plastic SCM
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.6.1 Improvements & Fixes 14/11/2021
- Improved MeleeCombat Demo scene
- Add Melee Component 'vBlockUnarmedAttacks' example
- Add Camera Rotation for the Add-ons Shooter TopDown & Point&Click Input Controllers
- Fix Double Input not resetting correctly
- Fix GenericAction MatchTarget not working on animator layers other then the base layer
- Fix Melee_Upperbody and Shooter Animators missing the Sliding state
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.6.0c Hotfix 11/10/2021
- Improved StopMove Behavior on SteepSlopes
- Improved StopMove Behavior while Rolling
- Fix IsMoving method interfering with RootMotion Animations
- Fix vInput not detecting KeyCodes for Joystick and Mobile
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.6.0b Mobile Hotfix 28/09/2021
- Fix all Mobile scenes
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.6.0a Hotfix and Fixes 24/09/2021
- Add Public access to vDrawHideMeleeWeapons melee and holderManager properties
- Fix vObjectDamage Apply damage
- Fix Null exception of vDrawHideMeleeWeapons
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.6.0 Improvements and Fixes 23/09/2021
- Add new Unarmed Attack A and B animations (now the character move 1 step forward while attacking)
- Add TurnOnSpot animations for the Strafe Locomotion when Rotating Idle in place (unarmed, holding melee, holding shooter and bow, standing and crouch)
- Add New Roll Animation
- Add Slide on Slope Animation for All Animators
- Add 'RotationMagnitude' as a float parameter on the Animator (all) now used for a better LeanMovement and TurnOnSpot
- Add OnDisableRagdoll Event
- Add New Input Editor with search tool
- Add Custom Fixed Time Step from 30 to 144fps (set to your target framerate for better physics performance)
- Add 'ReceiveFromGlobal' option to the vMessageReceiver component
- Improvements on StopMove method more efficient with better performance
- Improvements on the SlopeLimit behavior
- Improvements on the Slide On Slopes behavior
- Improvements on the GenericAction GetNormalizedTime to be more accurated with animation timming
- Improvements on StepUp, JumpOver and ClimbUp with smooth transitions and match target curve adjustments
- Improvements on the vAnimatorTag and vAnimatorStateInfo
- Fix max friction physics material enabled on edges preventing the controller from sliding down
- Fix Ragdoll getting up with the wrong animation on character with different hips rotation
- Fix BodySnap not identifying generic bones
- Fix ItemManager OnEquip event being called in the wrong place
- Fix jittering animations when enter, climbing or exiting a Ladder
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.5.7 Fixes and Improvements 28/05/2021
- Add OnRoll Event for the Controller
- Add several new comments to the new/revised methods in the vItemManager class
- Add option to hide the message 'Import ProjectSettings' in the vCheckForProjectSettings class
- Updated Inventory and ItemManager Collecting Items and Equipping behaviors
- Updated Inventory behavior to disable the LeftWeapon when equipping a 2 Hand RightWeapon instead of unequipping it
- Updated vLoadLevelExample class to also transfer the camera along with the Player (no more need to have another camera into the new scene)
- Fix rare attack behavior that makes the character go through a wall when using RootMotion
- Fix vDamageReceiver Multiplier being applied more than once
- Fix OnChangeItemAmount being called more than once
- Fix JumpConditions and RollConditions to not jump while in roll or roll while jumping (plus other conditions)
- Fix Controller walking a few steps after Rolling and releasing the input
- Fix DropAllItems and Add DestroyAllItems in the vItemManager class
* Template Updated to 2019.4.22f1
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.5.6b HOTFIX b 19/02/2021
- Add option to not receive damage while Rolling
- Add option to ignore active ragdoll when taking damage
- Add vGenericActionReceiver (To receive events by action name)
- Add actionName variable for vTriggerGenericAction (Use to filter event using vGenericActionReceiver)
- Add endActionManualy variable for vTriggerGenericAction (Used to make persistent actions)
- Add FinishAction method for vGenericAction (Use to finish persistent actions)
- Add Mobile Button to drop weapons in the NoInventory Scenes
- Improved Headtrack Behavior
- Fix damage not triggering reaction when ignore defense is true
- Fix AttackID and DefenceID resetting to 0 when custom action is true
- Fix HUD prefab missing from the Melee Template prefab
- Fix missing background texture in the melee combat demo scene
- Fix missing metal texture from the ladder (causing an error with footstep)
- Fix vLockOn resetting camera state
- Fix GenericAction resetting camera state
- Fix Inventory Collect item routine
- Fix Mobile Inventory Prefabs (shooter & melee)
- Fix Mobile Controller Template Internal Hierarchy Order
- Fix Mobile Attack and Defense Input not working after changing from a ShooterWeapon
- Fix Rolling and Attacking at the same time when equipped with a ShooterWeapon
- Fix 2.5D scenes, prefabs, aimCanvas, and shooter mobile example
- Fix TopDown prefabs and shooter mobile example
- Updated all internal add-on packages
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.5.6a HOTFIX a 04/02/2021
- Add Example of Point & Click with Agent to use navmesh navigation
- Add Weapon Preview to Melee & Shooter Templates (easier to align handlers)
- Fix Footstep using the wrong tag when auto-creating sphere triggers
- Fix LockOn tpCamera null error
- Fix Basic & Shooter Template missing a camera
- Fix Melee & Shooter Template missing custom handlers
- Improvements to the Character Templates
- vIKSolver moved to the Basic Locomotion folder to work with the latest Push & Parachute Add-ons
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.5.6 IMPROVEMENTS 03/02/2021
- Add New Character Creator Window (Now uses a Template Prefab already set up, easier to replace a 3D Model)
- Add Option to use a GameControllerExample in the Character Creator Window
- Add Option to use a Inventory Prefab and ItemListData in the Character Creator Window (Melee & Shooter)
- Add BodySnap and SnapToBody now comes standard on each Controller Template to handle attachments
- Add Toggle Walk Input option (PC Only - CapsLock by default)
- Add Footstep option to Play Manually instead of the OnTriggerEnter, ex: call the method 'PlayFootStep' on Animation Events to have precise footstep sounds
- Add ResetCameraAngle method in the vThirdPersonInput
- Add ResetAngle method in the vThirdPersonCamera
- Add Option to Use Slide and Use StepOffsetSet
- Add GroundDetectionDistance for the CheckGround
- Add Options to use Melee Attacks and Defense while the weapon is holstered or equipped (see ShooterManager)
- Add Options to Weak, Strong and Block when immediately drawing a Melee Weapon (see DrawHideWeapon)
- Add 'ReturnToLastState' method for the DrawHideWeapons (for ex: holstering a weapon and throwing a grenade won't equip the weapon again after throwing it)
- Add Dual Sword example for the Melee demo scene
- Add OnStartReceiveDamage Event allowing to know the damage before taking the damage, this allows for damage modifications like damage resistance
- Improved Class vThirdPersonCamera is now Virtualized for overrides
- Improved vThirdPersonMotor PhysicsMaterials Routine
- Improved CheckGround and DisableCheckGround Routines
- Fix missing scripts in the Mobile Add-on package
- Fix Snap to Body not registring the bone correctly
- Fix 2.5D dark demo scenes due to missing lightmap
- Fix Controller stopping while airborne when the InputSmooth reaches zero
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.5.5 Improvements Update 31/12/2020
- Add CheckItemInInventory script example
- Add 2.5D Multi-Path example
- Add Verification to identify if the ProjectSettings was imported
- Improved Ladder verification when 2 or more ladders are close to each other
- Improved 2.5D Aim and Direction detection
- Improved 2.5D Gizmos to create paths and ctrl+z support added
- Improved CapsuleCollider Info for the Controller and add ResetCapsule method
- Fix Hit sound playing at the same time when the character is blocking
- Fix LockOn AimSprite not finding a Canvas, AimImageContainer was added for the LockOn
- Fix DrawHideWeapon not drawing instantly when only using a Defense weapon
- Fix Error during the 'Dead' tag verification when the player dies while performing an attack
- Fix FallDamage causing extra damage on negative surfaces below -y
- Fix Sliding getting stuck on big slopes
- New Parachute Add-on Released
- Documentation Updated
* Happy New Year!
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.5.4 Hotfix Update 19/10/2020
- Add 'SetSpawnPoint(transform) method in the vGameController component
- Add more events to TriggerGeneric Action
- Add Simple trigger with input
- Add optional 'SkipEmptySlots' for the Inventory when switching between slots
- Add LockOn 'LockSpeed' float variable for the transition speed
- Add method UseAnimatorMove(bool) to use the Controller with Cutscenes (ex: call when using Timeline)
- Improved Joystick Mouse Input on Inventory (now it works only when using inventory)
- Improved StepOffset detection
- Improved DeadBehavior method to use AnimatorTag instead of IsName (this allows multiple death animations to be used)
- Fix Simple trigger other detection
- Fix Roll and Attack triggering in the same time
- Fix TriggerGenericAction enter and exit events being called more than once
- Fix Nan error when openning the Inventory with Time.Scale 0 and using a Controller with RootMotion enabled
- Fix HealthRecovery not working properly
- Fix Sprinting while attacking consume extra stamina
- Fix MoveSet not getting back to default when holstering a weapon when 'UseDefaultMovesetWhileAiming' is false
- Fix OnActiveRagdoll(vDamage) event being called all the time when falling from height places
-----------------------------------------------------------------------------------------------------
MeleeCombat 2.5.3 Mobile Update 07/07/2020
- Project updated to Unity 2018.4.23f1
- New Mobile Controls
- New Mobile Inventory Prefabs
- New Mobile Camera Movement (improved sensitivity)
- New Mobile Demo scenes
- Fix missing sprite at the Inventory Selector object
- Fix AutoEquipping 2 items at the same time not playing the equip animations correctly
- Improved SnapToGround method and add SnapPower to choose the how much it affect
- Improved Headtrack to make the character look at the aim point when aiming
- Add OnEnterTrigger/OnExitTrigger Events for the GenericAction
- Add ItemType verification to the vCheckIfItemIsEquipped component
- Add vMatchTarget with Curves for the GenericAction (better results than the Animator MatchTarget)
- Add Toggle Open/Door in the SimpleDoor
- Add ItemsID and ItemsType to trigger events when using a specific Item or ItemType in the CheckItemIsEquipped component
- Add Option to parent the Character to the Ladder and add Curve to do MatchTarget
- Add TwoHandSword script example (1 item equipping 2 of the same equipment, ex: dual swords)
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.5.2 BugFixes - 16/05/2020
- Fix Character Creator Window bug in the button "Create" not working on 2019.x when the prefab of the character is in the scene
- Fix Inventory ItemManager Assistent not creating Inventory Prefabs without the vInventory in the root
- Fix Save/Load Items example not loading ammo into weapons and not updating to the correct EquipSlot
- Fix Missing files at the Mobile Internal Package
- Fix Inventory Joystick Cursor navigating outside the screen space
- Fix Inventory Joystick Cursor not appearing in the middle of the screen sometimes
- Fix wrong Sprite assigned to the Inventory Keyboard tabs "Q" and "E"
- Add ItemManager Save/Load Item Event
- Add HealthController OnResetHealth and OnChangeHealth Events
- Add OnEquipWeapon Event in the Shooter and Melee Managers a aditional verification to identify the side (left/right)
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.5.1 New Inventory/Improvements/BugFixes - 03/05/2020
- Fix Character MovementSmooth & AnimationSmooth values acting different depending on the framerate
- Fix Character being dragged down on 45+ ramps if the option 'UseSnapGround' is checked
- Fix Camera Zoom not scrolling with the Mouse ScrollWhell
- Fix Ragdoll AudioSource being created far away from the controller
- Fix Sprinting being reset to Run when making a quick 180 degrees quickly
- Fix ControlRotationType not being called when not using the vThirdPersonCamera
- Fix FallDamage being applied when the ground is a negative y value
- Fix Lock-On 'StrafeWhileLockOn' option not working (uncheck it to lock-on and stay in free locomotion)
- Add Checkpoint Example in the MeleeCombat Demo scene (Works via vGameController)
- Add vLoadLevelHelper example to transfer the character from one scene to another
- Add Save/Load Inventory Items Example using json (check melee demo scene to see it in action)
- Add bool 'ignoreTpCamera' to use different camera solutions
- Add defense input for the Melee Point & Click add-on controller
- Add Ragdoll Ground Layer, New Debugs options & DamageReceiver improvements
- Add Ragdoll StayDownTime you can now add a time for the character to stay in ragdoll after taking damage
- Add Search tool for the ItemListData
- Add New option to the ItemManager to AddToEquipArea to add the collected item to a specific EquipArea
- Add Joystick navigation simulating a cursor to the Inventory
- Add new vSimpleDoor with input hold example, improved verifications
- Add vTriggerActionEvent to filter when you perform a specific TriggerGenericAction to call Events
(ex: when jumpOver only, you can call a event to hide weapons)
- Improved ItemManager AutoEquip option now actually equip the item and change to the slot the item was equipped
- Improved ItemManager AddtoEquipArea adds the item to a specific equipArea (if there is no slot available, it just adds to the inventory)
- Improved GenericAction verifications when performing a action without animation
- Improved GenericAction Debug Mode, now it's more detailed step by step of the action
- Improved Inventory System with new scripts & methods, everything has summaries
- Improved Strafe Locomotion Sprinting, add 'hasMovementInput' delay to the sprint to avoid losing momentum when changing direction quickly
- Add-On Swimming added dynamic water level support
- Add-On Builder several improvements and new placement detection system to build objects on uneven terrain
- New Add-On Inventory Crafting System (Required MeleeCombat or Shooter Template)
* The Mobile Inventory is being developed and will be on the next Update release!
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.5.0a HOTFIX - 10/01/2020
- Fix Controller moving faster when moving diagonally
- Add bool 'ignoreTpCamera' to use different camera solutions
- Improved Roll rotation while Strafing
- Improved FreeMovement leanning
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.5.0 CORE UPDATE & New Features - 02/12/2019
- Project upgraded from 5.6.2 to 2018.4.12 LTS with all the warnings regarding deprecated variables are now fixed
- Big jump from 1.3.2 to 2.5.0 to match other versions of the template
- Add new Welcome Window - Make sure to import the 'ProjectSettings' after you import the package
- Change Mobile, Topdown, 2.5D, ClickToMove and the vMansion examples are now separated add-ons and can be install from the WelcomeWindow/Add-ons
- CORE UPDATE - new methods to Move and Rotate the Character it's now much more fluid
- CORE UPDATE - tpMotor, tpAnimator, tpController, and tpInput was improved and restructured, check the documentation to see the flowchart demonstrating the new structure
- Improved 2.5Input scripts are no longer needed, now you just need to overwrite the methods ControlLocomotionType and ControlRotateType to create new Controller styles
- Improved ClickToMove with better target selection and collision detection
- Improved Ladder System, now supports inclined angles, new ladder model with each step set to 0.5f of height, add ClimbSpeed & FastClimbSpeed with an option to consume stamina
- Improved components such as generic action, headtrack, ladderAction that previusly had their own updates are now shared with the tpInput update to improve performance
- Improved Debug mode for the controller, new Gizmos for StepOffset and Ground Detection
- Add New Animations for the Ladder System and better match target to entry and exit
- Add transition to Sprint if you're Crouching
- Add 'SprintOnlyFree' option to switch to free locomotion while sprinting
- Add 'UseLeanAnimations' option to use the lean left/right animations while turning on free locomotion, disable it when using a TopDownController
- Add 'RotateWithCamera' option to each LocomotionType (Free or Strafe) to make the character Rotate with the Camera forward while standing still
- Add 'MovementSmooth' and 'AnimationSmooth' values for each LocomotionType (Free or Strafe) to have better control of the smoothness you need when moving the character or the locomotion animation speed
- Add 'SnapToGround' optional to snap the collider to the ground, recommended when using complex terrains or inclined ramps
- Add Roll options such as UseRollRootMotion, UseRollGravity, RollSpeed, RollRotationSpeed and TimeToRollAgain
- Add vAnimatorParameters to manage all the animator parameters and convert string to hash to increase performance
- Add new parameters 'IsSprinting' to the animator to know if the character is sprinting or not (useful to create directional transitions)
- Add new options for the Jump/Airborne you can now use the current Rigidbody Velocity to influence on the jump speed direction
- Add 'Jump and Rotate' to rotate while jump/airborne, 'AirSpeed' to control the speed while jump/airborne, 'AirSmooth' to control the smoothness
- Add 'Velocity Multiplier' option for the Ragdoll, it gets the current velocity of the character rigidbody and applies to the ragdoll when enabled, creating a more realistic transition
- Add 'Falling Damage' option in the Jump/Airborn tab
- Fix bug when entering the ladder and some animations didn't reset (ex: aiming, crouching, blocking)
- Fix Ragdoll Component not being added when creating a ragdoll, now all the colliders are set to CollisionMode Speculate
- ADD-ON Swimming now has an input to swim up/down, demo scene improved with generic action climb instead of the old system to exit the swim
- Removed XInput.dll from the project
- Removed vCharacterStandlone, use vHealthController instead
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.4.2 New Features & Hotfix - 13/08/2019
- Add BodySnap Attachments new feature to make it easier to transfer attachments from one character to another (check shooterMelee demo scene & documentation)
- Add FreeMovement and FreeRotation separated methods, also a new LockMovement and LockRotation tag to be used in the AnimatorTags
- Removed 'AllowMovementAt' from MeleeAttackControl, you can now use the tags LockMovement and LockRotation on specific attacks
- Removed 'actions' bool from the ThirdPersonMotor, use customAction instead
- Add AnimatorTagAdvanced, you can now check a tag using the normalized time of an animation, ex: from 0.2 to 0.7 you can use the tag 'LockRotation' on an attack
- Add Animator Controller 'Invector@MeleeCombat_Upperbody' with an example of Attack and Move at the same time, also a transition from a combo that starts on Upperbody and goes to FullBody
- Add CheckItemIsEquipped to InventoryExamples, you can now trigger events if a item is equipped or uniquipped (check shooterMelee demo scene)
- Add example script to verify if the health item can be used only if currentHealth < maxHealth (check shooterMelee demo scene)
- Fix OnCrouch event being called when Rolling
- Fix Ladder not reseting the speed after exiting
- Fix damage field not being display in the vObjectDamage inspector
- Fix NaN NaN NaN error with the SimpleMelee AI (also add Wander behavior)
- Improved MessageSender can now send messages to parent
- Improved StepOffset
- Improved Character Creation window now is already assign with default prefabs for each template
- Improvements in transition between locomotion speeds, use the Acceleration variable in the Locomotion tab > Free/Strafe Speed
- Several improvements in the GenericAction in preparation for the newest Add-on vBuilder
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.4.1 New Features & Hotfix - 03/05/2019
- Add new GenericAction Examples of use (check BasicDemoScene)
- Add New inputs to trigger GenericActions directly from the Trigger (HoldTimer, DoubleButton, ButtonDown, Auto)
- Add option to set a ActionState in the Animator to handle special conditions when playing a CustomAnimation of the GenericAction (check GenericAction ButtonTimer Example)
- Add more Events and Options in the TriggerGenericAction
- Add Separated Equip and Unequip custom animations to play in the ItemListData (EquipAnim can also be triggered when using an Consumable Item)
- Add Separated Equip and Unequip delay time for items in the ItemListData
- Add option display Inventory UI Buttons for items to be Used, Droped, Destroyed and DestroyAfterUse for each item in the ItemListData
- Add option to trigger an animation when using a consumable item on the ItemListData
- Add generic method to open/close Inventory
- Add vUseItemEventTrigger to use a item from the Inventory UI and trigger an event
- Add Event OnCrouch/OnStandUp for the character
- Add Event CheckHealthEvents for the character to trigger a Event when it takes damage lower/higher/equals than value
- Add exposed CurrentHealth and option to Fill up with MaxHealth value on Start or not (to start with lower health)
- Add Volume, SpawnStepMark, SpawnParticles methods on the Footstep to be used with Events (for example, lower the footstep volume when crouched)
- Improved Rotation method of the GenericAction when using the option "Use Trigger Rotation"
- Improvements on the HealthController
- Improvements in the Headtrack System
- Fix LockInventoryInput method to avoid openning while is attacking, reloading or changing weapon
- Fix WeaponHolderManager timming issues with equipDelay from ItemManager and add debugMode
- Fix LockOn sprite not disabling after reset the scene
- Fix broken links to download the vCrossPlatform & MobileControls prefabs
- Fix Headtrack not ignoring the tags in the animator
- Fix all Mobile demo scenes, broken UI buttons, Mobile Inventories and link to download vCrossPlatform updated
- Fix Ladder Alignment
- AnimatorControllers Updated with minor changes to work with the new updates of the GenericAction and Inventory Equip/Unequip
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.4.0 New Features! - 13/12/2018
- All Animations (Basic, Melee & Shooter) retarget to VBot 2.0 and improved (crooked fingers, better poses, aim and fire - project weight reduction)
- Add vAnimationEvent & vAnimationEventReceiver to Trigger Events directly from Animation States (Check AssaultRifle Reload example)
- Add vMessageReceiver and vMessageSender you can now send a message to any object and trigger Events - Check the Online Documentation
- Add vDrawHideMeleeWeapons to automatically hide weapons (needs vWeaponHolderManager - also possible to be called using Events)
- Add Equip/Unequip Delay Time separated for equip and unequip animations for the ItemListData
- Add Continuous Sprint option for the Input
- Add more Events for the Controller like OnJump, OnCrouch, OnStartSprinting, OnFinishSprinting
- Add ParticleCollision detection to the vObjectDamage
- Add Optional Strong Attack in the MeleeWeapon
- Add OnEnter/Exit Look Events for the vLookTarget script
- Add Slide as new action example for the Basic demo scene
- Add CustomCameraState parameter in the vTriggerGenericAction to play custom camera state while doing the action
- Fix Camera Culling issue with 2018.x
- Fix GroundDistance not ignoring colliders when IsTrigger was checked
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.3.3 HOTFIX - 12/09/2018
- Project optmization (less/optimized textures)
- Add vWeaponConstrain for NoInventory Collectibles with Rigibody (fix 2018.x handler bug - solution by sjmtech)
- Fix RandomAttack example in the MeleeCombat Animator Controller
- Re-add Waypoint System for the Simple Melee AI
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.3.2 HOTFIX/AI TEMPLATE PREPARATION - 13/07/2018
- Add optional bool to use or not .instance with the controller
- Add SmoothDamp for States to the ThirdPersonCamera
- Add OnStartAction and OnEndAction Events on vGenericAction script
- Fix Ragdoll not being activated on vSpikes
- Fix StepOffset bug
- Fix Jump 'inplace' bug caused on previous update
- Improved rigidbody movement methods
- Improved Roll and Jump verifications
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.3.1 HOTFIX/CORE UPDATE - 26/06/2018
- Add core-support to the new AI Template (new asset coming soon)
- Add Footstep Support for multiple Terrains
- Add new verifications for the ItemManager
- Add ObjectContainer for instantiated objects to avoid polluting the hierarchy in Playmode
- Improved performance on Footstep Detection Material
- Fixed Holder UnequipDelayTime bug
- Fixed Footstep not detecting different Terrains
- Fixed Footstep generic rig type bug
- Fixed root motion not working on idle states
- Fixed Footstep error "TargetException: Non-static method requires a target" in Unity 2018.1
- Convert smoke legacy particle to shuriken
- Several overall improvements in the Project
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.3.0 CORE UPDATE- 16/03/2018
- add MeleeClickToMove demo scene (Diablo combat style)
- add Jump Multiplier Spring example in the Basic Locomotion scene
- add namespace on all vScripts
- add vHealthController (You can use this component to have health into generic objects without the need of a vCharacter which now inherits from the vHealthController)
- add OnEnterLadder/Exit Events
- convert Legacy Particles to Shuriken
- fix rotation bug with Generic Actions and Ladder
- fix Basic Locomotion tab not showing in Mac OS devices
- fix Ragdoll issues
- improved Standalone Character
- improve attack exit transitions smoothness
- update several scripts to avoid over warnings using Unity last API
- update and fixed several prefabs and scenes
- update project to Unity 5.6.1
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.2.5 ANIMATOR UPDATE - 08/01/2017
* Happy New Year!!
- add leaning animations for walk, run and sprint animations
- add new unarmed moveset for free, strafe and crouch
- add new pick up item animations
- add SetLockShooterInput, SetLockMeleeInput and SetLockBasicInput to call on Events and lock individual inputs
- add ShowCursor, LockCursor and SetLockCameraInput methods to call on Events
- add new CheckGroundMethod with options to Low and High detections levels
- updated vPlatform to work with the FreeClimb Add-on
- updated all animator controllers (*important - make sure to update your old animator based on the new)
- fixed camera bugs
- fixed bug animations looping on 2017.3
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.2.4 HOTFIX - 31/10/2017
- changes in the tpInput to update the Adventure Creator & Playmaker Integration
- slopeLimit improved and add slide velocity in the inspector
- fix bugs in the 2.5D scene, player animator needs to be on update mode animatePhysics
- fix lock-on target not exiting lock-on mode with more then 1 target close
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.2.3 HOTFIX - 05/10/2017
- fix onDead event not being called on vCharacterStandalone
- fix ragdoll RemovePhysicsAfterDie option
- fix ragdoll causing error when dying on spikes
- fix weapon holder bug (when pickup a new weapon, the current weapon holder show/hide)
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.2.2 HOTFIX - 18/09/2017
- add support to quickly change the CameraState using the ChangeCameraState method from tpInput
- add support to create Ragdolls for Generic Rigs
- add Ragdoll Generic Template if you have several models with the same hierarchy name, add the bone name once and create for every model
- fix weapon handler equip delay time
- fix roll direction bug when using strafe
- fix strafeLimit not working when walkByDefault is enable
- change animator update mode back to normal
- change ColorSpace back to Gama (default color space of Unity)
- minor improvements
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.2.1 HOTFIX- 30/08/2017
- fix strafe movement speed
- fix melee manager not causing any damage on generic custom hitboxes
- fix camera jittering when using the MeleeLockOn
- fix katana 3D Model importing errors on 5.5.0
- fix speed of holding melee weapons walk animations
- fix mobile inventory not equiping weapons
- add free movement with lockOn (use the bool strafeWhileLockOn)
- add API link under the tab Help
-----------------------------------------------------------------------------------------------------
MeleeCombat v2.2.0 TOPDOWN/2.5D- 17/08/2017
- add 2.5D Curved path system
- add camera trigger to change angle
- add Topdown movement with rotation based on mousePosition
- add LockMeleeInput option to use with events (see topdown example)
- remove ClickToMove from the Core, now different types of controller have their own scripts making the core more clean
- change the GenericAnimation to have a external way to call the method PlayAnimation without input
- improved aim IK behaviour smoothness
- improved camera behaviour smoothness
- improved charater rotation smoothness
- fix Camera StartUsingTransformRotation and StartSmooth options
- fix footstep particle instantiating without layer verification
- fix stamina consumption while crouching or jumping
------------------------------------------------------------------------------------------------------
MeleeCombat v2.2d HOTFIX UPDATE - 19/07/2017
- add katana 2 hand moveset & attack animations
- add revival option for both Player & AI
- add new inspector icons for important scripts
- change move speed variables to a internal class
- creating a melee controller now adds the meleeManager and lock-on automatically
- footstep has the defaultSurface assign when add the component
- fix reaction/recoil/death animations playing without root motion
- fix ragdoll bug disappearing the character after the 2 hit
- fix mouse click not working in the inventory on editor
- fix/improved turnOnSpot verifications
-----------------------------------------------------------------------------------------------------
Changelog v2.2c IMPROVEMENTS UPDATE - 30/6/2017
- add inventory support for Mobile
- add Inventory DemoScene with examples on how to add/remove/equip/unequip/destroy/drop/check items
- add vItemCollectionDisplay prefab (hud text showing what you collect from the vItemCollection)
- add keycard examples to open doors
- add support to revive the Player
- add option to remove components when the player dies
- add option to start the camera without the player rotation and without lerp
- add input to go up/down for the ladder
- fixed StepOffset Raycast interfering with Triggers making the character float a little bit
- fixed headtrack look at while aiming bug
- new small features for the scene 2.5D, lock Z axis and remove vertical input
- the Lock-On component is now a add-on and should be attached into the Player instead of the Camera
- improved FootStep logic
- remove all SendMessage calls from the project
- several small fixes and improvements requested by add-on creators to improve compatibility
- controller is now setup to be without root motion by default, to improve the range of adding new custom animations
-----------------------------------------------------------------------------------------------------
Changelog v2.2b HOTFIX/INVENTORY - 5/6/2017
- updated documentation
- improved ladder action component
- improved jump animation transition
- add strong unarmed attack animations
- add option to auto equip melee weapons, and set the equiArea (melee, consumable, etc)
- add SlotIdentifier on the EquipDisplay so it's easier to know what slot you're in
- fix chests in the melee demo scene
- fix occasionally 360 camera spin after enemy die with lock-on activated
- fix weapon holders bugs
-----------------------------------------------------------------------------------------------------
Changelog v2.2a HOTFIX - 31/5/2017
- Fix missing BodyMembers in the MeleeManager
- Fix camera reposition to 0, 0, 0 in the Editor
- Add Auto Equip option for the Item & ItemCollection
- Add vRemoveCurrentItem as example to Unequip, Drop or Destroy the current item equipped
- Add vSimpleTrigger script with simple trigger verifications with Events
- Small changes in the vGenericAction
-----------------------------------------------------------------------------------------------------
Changelog v2.2 ACTION SYSTEM 6/5/2017
- New Action system implemented
- New in-game HUD add
- New TriggerAction with more options for MatchTarget
- New LadderAction separated from the controller
- New vSkin for the Editors
- Add RandomAttacks example
- Fix Twisted Model on the mobile demo scene
- Fix missing particles prefabs
- Several minor changes to improve stability
-----------------------------------------------------------------------------------------------------
Changelog v2.1b HOTFIX xx/04/2017
Changes:
- removed all standard assets folders and scripts, use the README at the mobile scene to use the mobile controls
- attack stamina is now deal at the attack state as requested by users
- small changes to improve compatibility with custom add-ons & integrations
-----------------------------------------------------------------------------------------------------
Changelog v2.1a HOTFIX 11/03/2017
Fix:
- AI not strafing
- auto actions calling the animations twice
- fix minor issues on every demo scene
- weapon holder not enabling
Changes:
- changes in the blend tree of the strafe locomotion on the animator
Add:
- events for the AI when the state changes
-----------------------------------------------------------------------------------------------------
Changelog v2.1 preShooter 9/03/2017
Fix:
- AI floating when the capsulle collider is higher then 2f
Changes:
- ItemManager now it's a separated folder to share with the Shooter
- new transition from falling to locomotion, improving the jump transition
- new jump physics
- remove quickStop animation (will be improved in the future)
- new physics material for the player to avoid slide on ramps
- camera improvements and option for sensitivity by state
Add:
- option to walk by default on free or strafe on the player's inspector
- add turn on spot blend angle animations, optional by bool on inspector
- add new methods to getItems throught code into the ItemManager script
- new demo scene showing auto collectables WITHOUT inventory
- support for Two hand weapon on the inventory
- add option to use attributes and override them to create unique items
- add filter search of ItemType on the ItemManager and ItemCollection
- add option to duplicate items from the ItemListData
- add new window to create attributes as enums in real time
- add option to 'use root-motion' on the player
-----------------------------------------------------------------------------------------------------
Changelog v2.0c smallHOTFIX 11/12/2016
Changes:
- Fix Basic Change Scene buttons
- Minor changes on the 2.5D Scene controller
- Improved JumpMove transition
- Improved TurnOnSpot (add option for moveset)
- Fix Action bug when repeatedly smash the button during an action
- Fix occasionally bug when jumping during an action and falling though the ground
- Fix AI not rolling when 'agressiveAtFirstSight' is true
- DamageObjects now has the option to trigger a reactionID
-----------------------------------------------------------------------------------------------------
Changelog v2.0b HOTFIX 22/11/2016
Changes:
- Improved rigibody movement using OnAnimatorMove
- Improved animation transition from CrossFade to CrossFadeInFixedTime
- Fix bug when hit the button twice or more when starting the action
- Fix jittering while openning the chest on Strafe mode
- Fix MovementSpeed values not working on v2.0a
- Fix vMoveSetSpeed script to handle different moveset ID movement speed separatly
- Fix pendulum prefab missing mesh
- Fix ragdoll reseting at the y = 0 of the world location
- Fix ragdoll creator creating small collider for the head
-----------------------------------------------------------------------------------------------------
Changelog v2.0a HOTFIX 12/11/2016
Changes:
- Fix character locomotion jittering at low frame rates
- Fix links for youtube tutorials
- Fix AI not rolling
- Fix AttackName to trigger customParticles
- Fix Player not hitting the CompanionAI
- Fix Enemy not attacking the CompanionAI
- Improved Jump Physics
- Disable V-icon as lockOnSprite in the HUD
-----------------------------------------------------------------------------------------------------
Changelog v2.0 MELEE COMBAT BIG UPDATE 26/10/2016
Changes:
- New MeleeManager
- HeadTrack improved
- Hitbox improved (single or multiple)
- AI Improved (+Performance)
- AI Actions removed (+Performance Boost)
- ThirdPerson & Topdown now share the same scripts, just change the input
- New Collectable system
- ThirdPersonInput & MeleeCombatInput scripts add to handle Input directly
- Changes in the Core of the Controller
- Animator Controller improved
- HUD improved
- New Action verification (+Performance)
- Extra Move Speed improved for the Controller, non-root motion or root motion with extra speed
- Capsule Collider will not be 'stuck' on walls anymore
Add:
- Equip weapons animations
- New Reaction animations by direction (small upperbody / big fullbody)
- New Recoil default animation
- Weapon Holder feature
- Random Weapon for AI
- New CQC animations
- Chest with collectable items & animation
- Breakable Vases
- vOnDeadTrigger call a event when the character dies
- New weapon examples
- Consumable items examples (health potion, increase health potion, etc)
- New Reaction animations
- Inventory System
- Item Manager
- New MeleeCombat DemoScene
- Events to call when use items (trigger particles, sounds, etc)
- Portal example to change scene with Character, Equiped Weapons & Items
-----------------------------------------------------------------------------------------------------
Changelog v1.3 BASIC LOCOMOTION BIG UPDATE 03/08/2016
Changes:
- Major changes on the main scripts of the Controller
- Improved Jump Physics
- Improved Ragdoll Transitions
- OnTriggerStay improved if using Ragdoll
- TriggerActions method changed, now we check the angle of the trigger instead of using Raycast (+performance)
- DraggableBox removed from the template (we'll remake in the future)
Add:
- New Animator Controller with less transitions, layers & parameters (easier to customize & add new animations)
- New V-bot 2.0 with custom textures and 3 LOD level
- New Headtrack system with LookAt to objects
- Area damage example (damage by frequency when staying inside the area)
- New Input script that handle all the input separated from the controller (easy to integrate with input assets)
- New Speed by MoveSet script that allow adding different speed values to the locomotion for each moveset
- Moving platform example
- New Main DemoScene
-----------------------------------------------------------------------------------------------------
Changelog v1.2a HOTFIX 15/06/2016
Fixed:
- GameController Spawning method getting errors or not spawning the Player prefab
- Layer 'Player' not auto-assigning on the Character childrens, making the character auto-crouch when add a Ragdoll
- Wrong stamina consuption at higher FPS
---------------------------------------------------------
Changelog v1.2 BASIC LOCOMOTION 31/05/2016
Fixed:
- Error when trying to manually add a TPCamera into a Camera
- Wrong stamina consuption in some cases when rolling, jumping and sprint
Changes:
- Controller, Animator & Motor scripts revised with new commends and regions for both Player, easier to use and modify
- Overhall performance improvements
- Sprint unlock for strafe locomotion, just add the animations into the blendtree
Add:
- Draggable Boxes
- Dynamic Trigger Action to know if there is a obstacle above or ahead
- Puzzle Boxes Scene showing the new feature
- Add new Beat'n Up Demo Scene
- Tags & Layers are automatically add into the project
- Health Item example to recover health
---------------------------------------------------------
Changelog v1.1d HOTFIX 17/01/2016
Fixed:
- Character Template missing Animator
-----------------------------------------------------------------------------------------------------
Changelog v1.1c 12/01/2016
Fixed:
- 2 Actions been activate at the same time, causing the Player to glitch between states
Changes:
- QuickStop and QuickTurn now are actions and are located in the Action State on the Animator
- Grounded State remade to handle Strafe animations
- Minor changes at the TPMotor, TPAnimator and TPController to prepare the AI on the next update
- Better transition from Strafe to Free locomotion, and the a smoother Quickturn
- ICharacter Interface created to handle the Ragdoll behaviour for both Player and AI
- Improve the verification for quickStop and quickTurn Add:
- Locomotion Type, now you can choose between Strafe Only, Free Only or Free with Strafe
- Crouch Strafe locomotion
- New Layer for Melee 3 Attack Combo, this layers comes without animations at this version,
but we will add some example animations on the next version,
along with the AI
-----------------------------------------------------------------------------------------------------
Changelog v1.1b 30/12/2015
Fixed:
- Message displaying change of input between mobile/pc when clicking
- Fixed the error about bounds on the FootStep when walking between Terrain and Mesh
Changes:
- TPCamera & HUD isoleted from the controller, now this components are modular and work individually
- Controller now works as a Prefab, can be Instantiated and will automatically find a Camera or the HUD component on the scene
- Culling fade now goes into the character instead of the Camera, also modular just like the Ragdoll of Footstep component.
- Strafe animations re-configured with better transitions
- Several TPCamera improvements of CameraState transitions and Culling
- Improvements and changes into the TPAnimator and TPMotor, now we separated on methods that controls animations and locomotion behaviour from each other
Add:
- GameController with SpawnPoint system
- Non Root-motion movement add, with separated Directional Movement Speed and Strafing Speed
- Rotate by World bool add into the Controller for better locomotion when playing on Isometric Mode
- List of Ignore Tags for the Ragdoll Component, keep Weapons or Acessories that are children of the Player with the correctly rotation
- New Camera Feature - Fixed Point or Multiple Points (Resident Evil oldschool camera's style)
- Trigger System to change CameraPoints
- New Demo Scene with the V Mansion showing the new CameraMode Fixed Point
- Simple Door example
-----------------------------------------------------------------------------------------------------
Changelog HOTFIX v1.1a 10/11/2015
Fix Bugs:
- On the MobileScene the gameObject MobileControls need to be below the HUD gameObject on the Hierarchy (otherwise it will stop respond after the ragdoll turn on)
- Fix the Jump behaviour if you jump right on the edge, the character falls and jump again (mecanim issue)
- Fix the trajectory of the jump in case of high value of height and force forward
- v1.1 shipped with a aditional XInput plugin, we removed and now you can export Mobile builds normally
Add:
- The character now can jump while Aiming (just a condition add in the Animator)
- Add 'quick change scene' buttons on the demo scenes
- Add a Camera Fade effect to hide the character when is too close
- Add Clip Plane Margin for better clipping planes to the Camera
- Add InvectorJoystick.cs is just a quickfix to the Square touch area from the CrossPlataformInput to a Circular touch area
- Add the original Standard Assets CrossPlataformInput to improve compatibility with other assets and avoid errors of scripts duplicity
- Add back the AntiAliasing in the Camera
-----------------------------------------------------------------------------------------------------
Changelog v1.1 25/10/2015
Fix Bugs:
- Fix the vibrating upperbody animation when in Aiming mode after the ragdoll was activated (bug found by Chrisb3D, thanks!)
- Fix lockPlayer after roll through the Crouch Area and rarely lock the player on the exit (bug found by tmmandk, thank you sir!)
- Fix minor bug holding shift and enter on Aim mode still drains stamina (reported by Steel Grin, thanks!)
Changes:
- Script "FindTarget" changed to "TriggerAction" and add AutoActions bool
- Major changes on TPCamera script
- Update XInput plugins to the last version with x86 and x86_x64 support
- change CheckForwardAction() and create a CheckActionObject on ThirdPersonMotor
- remove CheckAutoCrouch from the ThirdPersonController and put on ThirdPersonMotor
- improved Culling of the camera
- improved Ragdoll transition when back to player
- improved footstep system syncronization
- improved Ground Detection
- now users need to set up layers manually to improve compatibility with others projects
Add:
- Add float spine curvature to set up how much the spine will curve while on Aiming mode
- Add support to realtime change input to Mobile (thanks to Xander Davis)
- Add support to MFi iOS gamepad (thanks to Xander Davis)
- Add Aiming button on Mobile Touch Controls
- Add AutoActions for TriggerActions automatically do an Action without the need of input
- Add Tag for AutoCrouch (use on a simple trigger object)
- Add FootStep support to Play a specific material on objects with multiple materials
- Add feature Jump
- Add feature Camera Scroll Zoom (Mouse only)
- Add feature FixedAngle on CameraState
- Add DrawGizmos for Debug to verify the Raycasts on Motor (head, actions, stepup, stopmove)
- Add 2.5D Scene Demo
- Add Topdown Scene Demo
- Add Isometric Point&Click Scene Demo