userJarryd Campicancel

9,028 Commits over 1,979 Days - 0.19cph!

5 Years Ago
Fixed FindAndPutCorpseOnFire being set to desire creation mode instead of execute Added new Eat a Piece interaction to the DispenserFoodValue consideration - units can now successfully skin a corpse, put it on the spit and eat from it without player intervention!
5 Years Ago
Basic framework for customisation on new game Company name + Colour
5 Years Ago
More ship stuff More ship model stuff
5 Years Ago
Session fixes + WIP ship model
5 Years Ago
Can now delete save files WIP ship select screen In preparation for multiple ship systems More multi ship work
5 Years Ago
Fix dead units getting their navmesh agent turned on because of another navmesh fix Fixed machines not persisting their entity list, which fixes animals on spits not being clickable after a load
5 Years Ago
Fixed misleading cookable tooltip text Added an Eat a Piece interaction to corpses that is available once a corpse has been cooked that doesn't require an axe
5 Years Ago
More ability use cleanup/tweaks
5 Years Ago
More wip shield charge stuff Shield Charge now knocks down units in path AI now has the ability to declare if they have a special ability Want to use this for various unit specific stuff like kicks, shield bashes, etc
5 Years Ago
Seem to have fixed Time Of Day not working
5 Years Ago
WIP Save/Load logic refactor Breaking everything More Save/Load stuff More Save/Load progress Still mostly broken Better corridor logic Lots more save load stuff Kinda working More Save/Load Scene loading tools Fixed props not placing/loading Clean up Can now load a saved game via the menu Saving is unavailable until I make more UI Can now save in an arbitrary slot and load a slot Added a load screen and finished the last edge cases for scene loading Units and location upgrades serialization
5 Years Ago
Can now save in an arbitrary slot and load a slot Added a load screen and finished the last edge cases for scene loading
5 Years Ago
Fixed spit missing building requirements (now requires 3x sticks) New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness Fixes meat spawning on top of the campfire collider and being really hard to click
5 Years Ago
TakeFromDispenser will now break if the dispenser is being held by another unit
5 Years Ago
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
5 Years Ago
More tweaks
5 Years Ago
Fade time + tint wip
5 Years Ago
Can now load a saved game via the menu Saving is unavailable until I make more UI
5 Years Ago
Clean up
5 Years Ago
Scene loading tools Fixed props not placing/loading
5 Years Ago
Trying out a new shield bash enemy, pretty bad right now Not quite working yet
5 Years Ago
First pass on a system to fade objects that are occluding the player's view For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update The fade material is just a transparent standard shader, this could definitely be improved
5 Years Ago
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
5 Years Ago
More Save/Load
5 Years Ago
Lots more save load stuff Kinda working
5 Years Ago
Added a LoadObject Library node Seems to work better than the AssetRegistry, even though it's mostly doing the same stuff. Old AssetRegistry logic is still there if we need it.
5 Years Ago
Better corridor logic
5 Years Ago
More Save/Load progress Still mostly broken
5 Years Ago
More Save/Load stuff
5 Years Ago
WIP Save/Load logic refactor Breaking everything
5 Years Ago
Room placement improvements
5 Years Ago
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it Those two fields + the death time are now persisted
5 Years Ago
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
5 Years Ago
Fixed carried units appearing in a units portrait view
5 Years Ago
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping
5 Years Ago
Fixed some exceptions that could be thrown when an entire tribe of humans was killed Added a Health Bonus to the Fight (Human) goal to try and stop healthy units fleeing so much Added a "Hold Ground" goal plan to the Fight (Human) goal that does nothing - this hopefully keeps units from not having any valid offensive goals and falling back into defensive/fleeing (trying to stop the attack once and then run away combat pattern) - there might a better way to handle this, but it seems to be effective Fixed units repeatedly trying to Return to Territory while they are already in their territory
5 Years Ago
Fixed terminal purchases not deducting cash
5 Years Ago
Enabled cheat codes in builds
5 Years Ago
Better selection ordering, fixed units not falling back to inferior props
5 Years Ago
Added a pictuire of the premium passenger to the level up screen
5 Years Ago
Props (and rooms maybe?) can now be locked by player level
5 Years Ago
Level up screen
5 Years Ago
Added the fire bomb to the loot array
5 Years Ago
Fixed effect added/removed activity definitions with old keywords
5 Years Ago
Fixed intro cinematic leaving cinematic camera enabled
5 Years Ago
Update to 2017.1.2p1
5 Years Ago
New Fire Bomb projectile Belt objects now store their projectile instead of using a if sequence on CharacterBase Bomb carrying effect removal Getting frozen while carrying a fire bomb will now trigger the bomb and clear the effect locally. Also works in the inverse for freeze bombs and fire traps. Updated Whats New
5 Years Ago
Debug Widget now shows names of unused modules
5 Years Ago
Build settings Fixed broken tooltip positioning Deleting items now refunds full purchase cost Might have finally fixed corridor rebuilds on deletion Better wander behaviour
5 Years Ago
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