userJarryd Campicancel

11,959 Commits over 2,496 Days - 0.20cph!

7 Years Ago
Removed some logs Modules can now set a prerequisite module A module won't be spawned until the player has seen the prerequisite module. Modules encountered by the player are counted and stored in the Stats class
7 Years Ago
Fixed some animation loop issues when crafting an item at a crafting table
7 Years Ago
Fixed projectiles never getting destroyed Better bounds check on kaiju primary attack New flying unit for Kaiju Added a custom tooltip widget and unit descriptions
7 Years Ago
Some UI stuff
7 Years Ago
Added level functionality to city and kaiju Unit points now start at 500 (was 2000) and go up 1000/1500/2000 at 75%/50%/25% hp for kaiju and city players
7 Years Ago
Better decal move markers
7 Years Ago
Some unit handling improvements Drag select improvements
7 Years Ago
Refactored exisitng freeze effect into a new StatusEffectsManager Should be able to support more status effects going forward (poisoned/on fire/electrocuted/etc) and allows for status effects to be applied to non-character actors. Added the manager to the spinning trap, so freeze grenades will now freeze it's movement for 10 seconds.
7 Years Ago
Fixed some fields not persisting in MachineProcessActionDesire
7 Years Ago
Game can no longer start until all players are assigned Airstrike panel for RTS player Abilities can call ShowTimer to show a countdown
7 Years Ago
Building and Item placement now check that a valid path exists between the currently selected unit and the targeted build/placement position, this prevents players being able to build things in out of reach areas
7 Years Ago
Added autorun (R) for kaiju
7 Years Ago
Added Utilites C++ class and added support for reading Action Bindings Also added ActionKeyIndicator widget to show key bindings in a standardised way in UI
7 Years Ago
Content commit
7 Years Ago
Initial commit
7 Years Ago
Hopefully fixed build errors in ItemInfo struct Might explain weird data loss on interactable items
7 Years Ago
Fixed a bunch of items with incorrect iteminfo Affected shields, keys and grenades
7 Years Ago
Fixed unit "hopping" when hit IsInAir on AnimBP will now be false if the character is being pushed
7 Years Ago
Hacky workaround for failing SamplePosition calls in Navigation
7 Years Ago
Fixed several melee weapons having a minimum range of 0 Two new module packs, Default Human Combat and Default Animal Combat Default Human Combat lets humans run to their target and flee (instead of being stuck in face target) Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
7 Years Ago
Added Party Member module to humans Added non placeholder text and images for hunting tutorial
7 Years Ago
Added Wake Up module to humans so they can wake up from sleeping
7 Years Ago
Rebake island_01 navmesh again
7 Years Ago
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
7 Years Ago
Really WIP weapon switching and better flee management for AI's Should only affect ranged enemies, probably still has issues
7 Years Ago
Fixed checkedBlockBy flag not being used on UnitSpawners Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
7 Years Ago
Fixed a party invite ability not being marked as ai only
7 Years Ago
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
7 Years Ago
Unsaved stuff
7 Years Ago
DeathVolume now destroys any items that fall off the world Also fixed bombs not flying correctly if the player throws them off the world and bombs not cleaning up their decal if they miss their target
7 Years Ago
First pass on a system for detecting active module overlaps Still has some rotation/detection issues and isnt working on ghosted modules, but it's a start
7 Years Ago
Brightened night-time, fixed ai not dropping keys
7 Years Ago
Corpses should now drop embedded projectiles when they are skinned
7 Years Ago
More debugger stuff
7 Years Ago
Added a go to previous module change button in the ai debugger
7 Years Ago
Better automatic nav mesh obstacle sizing for resource views
7 Years Ago
Fix PlayerController consuming inputs on gamepad
7 Years Ago
Fixed Island_01 and NoSpawns having out of date/missing navmeshes Deleted an orphaned(?) navmesh on island_01 Fixed an NRE in GroupPersonalities when a non-human in a group dies Fixed TakeAllItems mode in TakeFromDispenser actions breaking after dispensing the first item
7 Years Ago
Can now toggle the debug view with f9 Hopefully fixed player movement breaking when frozen in mid-air
7 Years Ago
Unsaved changes
7 Years Ago
Clamped hieght of dropped keys so that they should reliably appear above the ground
7 Years Ago
Player will now automatically equip starting items after first run Game restart logic now happens in GameInstance, session management should probably live there
7 Years Ago
Fixed being able to open a chest while standing on top of it Refactored some Interactable logic to make it easier to put a different interactable primitive trigger on an object. To put a new trigger: Make a new primitive and override: GetInteractableTrigger Subsciribe to the Begin/End Overlap events for the new trigger Look at LootChest to see an example, made a new box collider for the cehst so it can only be opened from the front (not top or back)
7 Years Ago
Started detecting gamepad/mouse keyboard changes Internal logic in place, just needs new assets Player now holds torch steady in front of body
7 Years Ago
Blocked steam initialisation in editor Fixed some issues stopping views from being updated Fixed some cases where navigation obstacles were being placed on views at incorrect angles and blocking interaction points
7 Years Ago
Fixed Whats New Menu option not fading out properly Also fixed whats new showing every boot
7 Years Ago
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet) Tweaked progression depth calculation system to return more understandable values Changed rules for masking unlock elements in progression tab
7 Years Ago
Can now light torches with other lit torches
7 Years Ago
Reworked What's New screen to be more dynamic and have gifs!! Seriously, gifs! Can also now open the What's New screen again after closing it
7 Years Ago
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random) TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)