userJarryd Campicancel

6,577 Commits over 1,461 Days - 0.19cph!

4 Years Ago
Turned off Ignore Carried Items flag on Acquire Materials For Fire filter (this means that if the unit is holding a branch from a previous task, it will be used for fires as expected rather than being ignored and the unit collecting and feeding the fire with one arm while holding a branch) IsHolding on Items can now optionally check LShoulder, RShoulder or Chest attachment points as well as hands (hands-only check is the default) A unit going to sleep will now drop or stow held items in Chest, LShoulder or RShoulder slots, prevents weird holding animations being run while sleeping Fixed ItemsBuffer in Items not being cleared between various methods
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4 Years Ago
Added an confirmation prompt for quitting the game Added a confirmation prompt for loading a game while a session is already in progress
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4 Years Ago
Player will now turn to face input direction at the start of a current attack Only affects non-locked combat Turn takes less than half a second and takes place during attack animation Fixes quick directional changes followed by an attack resulting in an attack that doesn't go in the intended direction
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4 Years Ago
Added a lerped version of move speeds on the AnimBP Hooked them up to the Guarding blendspace for smoother guard animations
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4 Years Ago
Changed navmesh agent max step height to match step height on AI characters Fixes weird pathing around stairs
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4 Years Ago
Added an attacking move helper that gently pushes the player back if they are attacking towards an edge -Pushback amount is exposed in Movement/AttackEdgePushbackAmount in MainDude -Currently set to 100, which still allows the player to fall off the edge, but tends to leave the player close to the edge at the end of an attack -Can be set to 0 to disable completely, 512 is generally enough to keep the player on a ledge even if spamming attack, but it's super obvious
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4 Years Ago
AI_Character now stores it's AICharacterType and Behaviour Tree Cleans up the big class detection branch in AIController
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4 Years Ago
FaceTargetLoop will now break if the unit has stopped facing the target for any other reason (face target on unit view was being disabled if a unit was moving, which gets triggered if the unit gets bumped by another unit) This should fix animals getting stuck if they are bumped while facing taget
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4 Years Ago
Fixed a couple of load/session change issues Fixed building upgrades not appearing in child radial menus
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4 Years Ago
Fixed axe impact screen shakes affecting player camera even if the unit chopping wasn't being controlled (or in another tribe!) Some more debug readout stuff: can see an entity's enabled state and can see the EntityKnowledgeData associated with a known entity (displays distance and last seen on)
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4 Years Ago
Added God Mode for testing, suppressed leaderboard posting in editor Hit G to toggle god mode, should be suppressed in a packaged build (untested)
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4 Years Ago
Fixed human rigidbody and collider components getting left on when the game starts (this might solve the invisible units bug)
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4 Years Ago
Fixed UI.ActivityNotificationsWidget still accepting raycasts even if it was disabled, was blocking player input in the middle third/bottom half of screen
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4 Years Ago
Tweaked the various Sit action plans -Fixed Resting flag being left on a unit indefinitely, will now get removed via a break action -Fixed sitting plans lasting forever (until unit passed out from fatigue or hypothermia) if they are player instigated, added the 30-120s timer to do this
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4 Years Ago
Fixed building views not getting set to finished when the last required item is deposited
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4 Years Ago
Implemented screen space target lock changes Changing lock on target now attempts to get the next valid target in a given screen-space direction Can now change lock on target by pushing Rstick left/right or pressing Q/E on keyboard (Mouse Wheel still works as well) Added a Test Map and a disabled AI Dummy
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4 Years Ago
Tweaked sit by fire warmth need curve in warmth goal plan to try and stop people sitting at fires when they don't need to (left the sit by fire plan in Idle module, since we want that as a fallback) Added a FireFuelCapacityConsideration to try and prevent people filling up fires too aggressively, should score lower the more "full" the fire is (first pass, could probably use some tweaking)
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4 Years Ago
more flag stuff
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4 Years Ago
Added a toggle to log any flag changes on the debug tool
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4 Years Ago
Can now display a unit's threat map as an overlay via the Morale component debug panel
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4 Years Ago
Increased Human max filter target candidates count to 15 (was 10, lower than some animals)
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4 Years Ago
Added an ignore carried items option to BehaviourChainFilter to filter out items held by the unit running the filter Turned this on for the Gather fuel for fire goal plan, fixes unit's clothing getting evaluated in the filter Reverted the random peek point I committed earlier
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4 Years Ago
TargetFilters will now peek into the target array at a random point rather than starting 0, helps when dealing with large (10+) filters to ensure items that are at the end of the array get a change to be selected
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4 Years Ago
Fixed construction parameters on building materials not being set properly on load
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4 Years Ago
Added a Go Home ability to units - if they are outside of their territory you can command them to head back to their territory
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4 Years Ago
Applied Unit Controller load fix from last week to a Groups entities to fix buildings getting marked as not player controlled on load (buildings in players group but not player controlled was messing stuff up)
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4 Years Ago
Added a missing ProtoInclude for PersistedGameEventManagerData
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4 Years Ago
Diplomacy component now keeps track of when the last gift was given to another group, and won't give another gift until 24h later
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4 Years Ago
Fixed Feed Item to Unit ability appearing when holding food and targeting a human from another tribe Fixed units wanting to drop items in other tribes stockpiles Added some checks so Units can recover if they attempt to give a gift and something has happened to the item Wrapped some errors caused by units attempting to calculate paths while their navmeshagents were disabled (this could be a bigger issue, why are they trying to find paths while sleeping?) Made meat a giftable item
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4 Years Ago
Fixed loaded wearables getting added to Unit Item list twice
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4 Years Ago
Fixed being able to gift items to animals
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4 Years Ago
Fixed changing gender on tribe create screen would break skinning on clothing
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4 Years Ago
Fixed skeleton mesh getting enabled while loading even if the corpse wasn't skinned
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4 Years Ago
Fixed loaded desires not correctly getting an owner Fixed several desire types missing load logic and added some logs so that future desires missing load logic will be more obvious
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4 Years Ago
Fixed path widget icon displaying if target world position is behind the camera Added some checks to CraftDesireRequiresBuilding to try and catch an exception that happens when multiple units are attempting to build a building Items being dispensed from a dispenser will now adjust their height based on the closest navmesh to try and stop items falling though the floor
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4 Years Ago
Fixed some progression exceptions when loading a game
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4 Years Ago
Tweaked Face Target Loop action to end instead of going forever, this seems to fix animals not attacking correctly
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4 Years Ago
Fixed a NaN exception in unit root motion
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4 Years Ago
Fixed an exception when a tribe member dies Fixed an editor exception when inspecting a goal plan (missing UnlockRequirement?)
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4 Years Ago
Fixed knowledge overlays staying on-screen when behind the camera
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4 Years Ago
Added a generic prompt ui widget. Pass a header message, ok text, cancel text and get callback with what option the player chose. Hooked up to Delete save button for now
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4 Years Ago
Fixed several interactions missing their command generators, was causing incorrect interactions to appear in radial menu
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4 Years Ago
Fixed some attachment points/animator params for goats and turtles
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4 Years Ago
Reset scale of radial menu widgets so the last clicked button isn't scaled up when the radial menu opens
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4 Years Ago
Fixed addons not registering to their parents Addon list when loading a game
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4 Years Ago
Fixed UnitPortraitManager leaving other clones on when inspecting a unit
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4 Years Ago
Item prefab update will now only add a box collider if there is no other colliders on the prefab, regardless of collider name
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4 Years Ago
Added an extra load process to group that ensures all group members are set to the correct controller (fixes issue when loading game and group is loaded after units, causing all units to be marked as not player controlled) Fixed a key not found exception in ProgressionWindow, prints a warning for the UnlockDefinition that cannot be displayed (BasicBuildings in this case)
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4 Years Ago
Can now dismiss the radial menu with middle mouse button or right mouse button regardless of where the cursor is
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4 Years Ago
EvaluateSmartObjectInteractions now expands it's selection to encompass any child buildings (addons) if a player is mousing over a building Also expands to cover it's parent if the player is mousing over an addon This should make sure the interactions offered are the same for a building with addons regardless of where the players mouse is
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