userJarryd Campicancel

7,101 Commits over 1,553 Days - 0.19cph!

4 Years Ago
Some WIP carryable torch stuff
4 Years Ago
Basic first pass on better item placement logic
4 Years Ago
Remove IsEditor check for now -might fix compiling?
4 Years Ago
(Hopefully) fixed God Mode in builds again
4 Years Ago
Added a custom Is Running In Editor bp node Never added custom c++ in Unreal, so hopefully this isn't a complete trainwreck God Mode should now only be accessible in the editor
4 Years Ago
Some unsaved changes
4 Years Ago
Some WIP volume settings in the options menu Exposed Music, Effects and UI volume control Can mute or double the default volume for each volume control
4 Years Ago
Units no longer play the getup animation when seen in the unit portrait manager
4 Years Ago
Floating health bar population now happens via an event delegate Added an OnHealthModified event to CharacterBase Floating Health Bar now just subscribes to that Fixes incorrect starting health bar value being applied to enmies over the default hp (big sword guys)
4 Years Ago
Cleaned up some logs
4 Years Ago
Combat Changes -Attack Montage speed is now controlled by an Attack Hold system that triggers on AntStart and holds for 0.7s -If an enemy is attacked while in an Attack Hold they are staggered -Characters can now be hit while dodging, their physics asset collision is being used as the hitbox
4 Years Ago
Fixed melee AI looking at target while at long range
4 Years Ago
Items in a container (backpack) will now appear in the radial menu
4 Years Ago
Pause menu now actually pauses the game More spinner module stuff A new padding module with two spinners
4 Years Ago
Fixed no race selected on tribe spawner in nospawns
4 Years Ago
Fixed some freeze errros on AI's with no running behaviour tree (dummy ai's) Weapon trace stuff Fixed some control issues if sheathing weapon while locked on Tweaked character colission setup so sword strikes are colliding with e skeleton mesh Bone name is now available in Weapon, not being used for anything right now.
4 Years Ago
Added a spinning trap hero module -Still a bit wip -Added an editor only gate mesh to the connector adctor to make positioning easier when making modules
4 Years Ago
Tooltip widget now positions while animating, fixes that weird hitch on the tooltip when you mouse over something
4 Years Ago
Added a machine fallback to the CreateMachineProcessActionDesireProcess (fixes not being able to give a player command to burn an item on a campfire) Added a distance consideration to the GoSwimming goal plan so that swimming while idle is a bit less common (might need some tuning)
4 Years Ago
Forgot to save
4 Years Ago
Construction skill now gets raised when depositing items to a building in construction (skill gain was tied to old construction system)
4 Years Ago
Random destination selector will now fail if it couldn't find a destination (fixes units trying to swim at 0,0,0 on island_01)
4 Years Ago
Added the ability for Selectors to Hide from UI on fail like Conditions Go Home ability now hides from ui while unit is sleeping (since we can't calculate if a valid path home exists while the unit is sleeping)
4 Years Ago
Calls to IsValidDestination on sleeping units will now fail nicer and not throw error logs
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
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
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
4 Years Ago
Added a lerped version of move speeds on the AnimBP Hooked them up to the Guarding blendspace for smoother guard animations
4 Years Ago
Changed navmesh agent max step height to match step height on AI characters Fixes weird pathing around stairs
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
4 Years Ago
AI_Character now stores it's AICharacterType and Behaviour Tree Cleans up the big class detection branch in AIController
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
4 Years Ago
Fixed a couple of load/session change issues Fixed building upgrades not appearing in child radial menus
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)
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)
4 Years Ago
Fixed human rigidbody and collider components getting left on when the game starts (this might solve the invisible units bug)
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
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
4 Years Ago
Fixed building views not getting set to finished when the last required item is deposited
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
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)
4 Years Ago
more flag stuff
4 Years Ago
Added a toggle to log any flag changes on the debug tool
4 Years Ago
Can now display a unit's threat map as an overlay via the Morale component debug panel
4 Years Ago
Increased Human max filter target candidates count to 15 (was 10, lower than some animals)
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
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
4 Years Ago
Fixed construction parameters on building materials not being set properly on load
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
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)