There were a few factors that resulted in having less content than i expected (i.e. it’s pretty stub). But there’s a ton of under-the-hood work :). Still this is the 2nd pass, so the focus was on adding content rather than features.
Sprint log:
Explanation and demo
General
New!: Upgraded to 5.3.2 on windows and similarly latest on Linux
New!: Added joystick support
Note: i had an issue with my joystick so that the camera control sucks at the moment
New: Added new shader effects (not in use yet)
OKLab conversions and Lerps. Gooch filter. Edge detection. And utilities (Lerps, Average, Kernels, etc)
New: Added test data layer to separate test functionality from actual game
New: Added starting chapter feature. Helps on development and will be used for save games
New: More animation curves (noise ramp, incubic)
Performance pass
Removed unnecessary material creation among others
Removed a bunch of unused plugins
Improved plugins’ documentation and settings
Bug fixes and improvements all around
Flashbacks
New: Added lights reaction to flashback system
Dialogs
New: More dialogs on interactions
Improved random dialogs
Reworked flow for dialogs for looking at items
Renamed plugin to avoid issues with another engine directory
Story
Not much
Inventory
Not much
Interactions
New!: Puzzle system leveraging the interact system
Supports puzzles of type “combination” and “sequence”
Able to repeat sequences
No currently playable puzzle in game
New!: Extended interaction lifecycle to have multiple states on each interact
Integrating the state management in the current flow and design
Extended texts, transforms
Works together with the Puzzle system
Added state reset ability that works with the puzzle system
New: Optionally disable an interact while animating
Cleaned and refactored the reward/fade/destroy cycle
Many fixes, improvements, and simplifications
New: Added reward actor
Fixed issues with new materials and fade
Ported two more interaction to cpp
Sound
New: More noises
New: Added sound to more elements (cards, batteries, clothes spots, etc)
Improved noises randomization and levels
Improved general attenuation settings (they still need much rework)
Fixed an issue with self-destroy and trigger sound
Utils
New: Add new actor pooling subsystem
Manages multiple pools by class
Non-intrusive, class agnostic and non reliant on interfaces
Actor lifecycle management
Allows to have pools that can grow or not
Also allows to decrease over a configurable time
Progress on the Significance Manager Subsystem plugin