userJarryd Campicancel

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

7 Years Ago
Fixed pause menu options menu prefab being out of sync with the main menu options (had old layout settings, audio settings widgets were appearing incorrectly)
7 Years Ago
Replaced some IsStandalone checks with IsRunningInEditor Pretty sure IsStandalone will always be true in this game (we have no MP)
7 Years Ago
Ignitable items can now be lit via specified machine processes as well as other items Exposed Ignite Blackboard Item With Target to the player (This means the torch can now be lit on a lit campfire by the player) Added Ignitable check functionality to ItemFilterSet
7 Years Ago
Fixed a couple of stone piles that were spawning inside cliffs
7 Years Ago
FaceTarget action now ends instead of breaking if IsFacingTarget gets set to false by something else New Go To Unit (distance 6) action Diplomacy-Introduction abilities now use the new Go To Unit action, looks more natural and works a lot better when used on a moving unit
7 Years Ago
Fixed building widget not showing material requirements Diplomacy widget now shows a different display if the other tribe has not been met
7 Years Ago
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
7 Years Ago
Progression tab now shows more unlocks Fixed a bunch of unlocks not having explicit prerequisites for better UI display
7 Years Ago
Added some collated descriptions to deposit interactions
7 Years Ago
Hacky fix for first building option in Build tab starting clipped (I just jiggled the scrollbar a bit)
7 Years Ago
Fixed equipment widget showing duplicate items
7 Years Ago
Added a really dull light to the player at night Parented to camera, should be really subtle
7 Years Ago
Fixed AI's getting stuck after being staggered
7 Years Ago
Fixed IsCarried animator bool not being set when an item is placed
7 Years Ago
Increased width of some label fields in the Player Progression Widget to reduce text overlapping
7 Years Ago
Better labels on new unlock definitions
7 Years Ago
Fixed another incorrect UI material
7 Years Ago
Tweaked stagger behaviour Character now stores an attack counter, goes up each time the character attacks AI can now no longer be staggered if they haven't done an attack since their last stagger
7 Years Ago
Disabled physics bone animations Think this is what was causing bad hit detection during combos
7 Years Ago
Added light sources to all of the hero modules Made nighttime slightly brighter Added attack anticipation events to the dagger combo Added a light source to keys that turns on at night Wall torches now randomly offset their starting timeline point Looks a lot better when there's more of them on screen Added an IsHeld bool and an OnEquipped method to Interactableitem Fixes key lighting staying enabled while key is on belt Cleaned up some logs
7 Years Ago
Skill gain and item degradation is now applied when removing an item from the dispenser even if the item could not be carried (Fixes fishing skill not increasing if hands are full even though the fish is dispensed/caught)
7 Years Ago
Fixed fishing spots missing a collider (manually added to view, this might break if it's updated) New Unlock: Advanced Fishing Unlocks when a unit reaches Novice in Fishing Unlocks the advanced spear
7 Years Ago
EntitySpawners can now specify a blocked by mask - if set this will do a short cast above the spawn position on the given mask and make sure that nothing is blocking the resource Only changed in TestBox, this fixes fishing spots spawning underneath the ground
7 Years Ago
New Unlock: Storage Requires Advanced Crafting unlock and the player to craft a Stone Axe or Rabbit Trap Unlocks Backpack, Basket and Pot Back Pack now requires 2 sticks and 1 grass and the crafting table to craft Basket and Pot now require the Crafting Table to craft
7 Years Ago
Unsaved changes
7 Years Ago
New unlock: Advanced Tools Unlocks after building a Basic/Small/Medium/Large shelter Unlocks Torch and Hammer
7 Years Ago
Updating a building view will now prompt you if there are no nav mesh obstacles on the mesh with an option to add an automatically sized box or capsule nav mesh obstacle Added missing nav mesh obstacles to the tanning rack and crafting table
7 Years Ago
New wall torch
7 Years Ago
Added a pickupable torch to each gate at night Also fixed some init order issues Tweaked slug collision channels Weapon collision rework broke slug collisions, so the slug now has a large box collider for weapon impacts
7 Years Ago
Added light sources to a bunch of modules Covered most fo the padding modules Also added some light sources to gates so any modules I haven't gotten to yet should have at least some light
7 Years Ago
Fixed some errors in the main scene because of TOD stuff Fixed characters dying from fall damage every time they are damaged by any source OnLanded was being called when a character gets attacked? Put a bool in the left ground events to make sure we only recognize a landing if we've recognized a fall.
7 Years Ago
Fixed tree cutting test scene missing a navmesh? Added a Carpentry unlock definition Requires Woodcutting - Adept and Standard Buildings Unlocks Log Seat (Large+Small), Palisade and Fence
7 Years Ago
Fixed item placement command generation doubling up commands for placeable items
7 Years Ago
New Unlock Definition - Advanced Crafting Requires Whittling-Apprentice Unlocks crafting table, rabbit trap and stone axe Rabbit Trap and Stone Axe now require the crafting table to be crafted
7 Years Ago
Fixed build error in SetDestination
7 Years Ago
New Unlock Definition - Advanced Leatherworking Requires player to craft Hat or Animal Hide Bed Unlocks Tanning Rack, Chest, Legs, Feet and Hand Wraps (not variants like Chest_01) Tanning Rack now requires 4 wood, 4 stone and 1 animal hide Chest, Legs, Feet and Hand Wraps now requires 1 animal hide to craft and must be crafted at the Tanning Rack Fixed Tanning Rack not having collisions or an interaction position
7 Years Ago
Can now trigger unlock definition unlocks from the Debug Tool->World tab
7 Years Ago
Fixed not being able change unlock mode if unlock mode is on default value Added a stockpiles unlock definition to unlock the stockpile buildings Fixed a bold tag typo in the the crafting widget
7 Years Ago
Fixed weird directional light angle Time of Day manager now has a IsNight method for more consistent night behaviour Chest now drops a torch if it's night time
7 Years Ago
Reparented torch to shield Shield breaks on first hit but blocks damage
7 Years Ago
TOD items get notifications when the game starts
7 Years Ago
More TOD stuff
7 Years Ago
More TOD stuff
7 Years Ago
TOD Stuff Neon materials TOD Manager now has access to the post process volume and changes bloom intensity over time (need bloom at night for neon) More neon stuff
7 Years Ago
Blackboard can store quaternions Reenabled rotation support for item placement
7 Years Ago
All Set Destination modes can now specify a desired distance to stop at (previously only some modes exposed this option) All preexisting actions that didn't previously have access to the distance field have had their distance set to 0 to ensure identical behaviour (newly created actions will default to 1 unit) Added a new GoToBlackboardPosition(Distance1) so that units placing items don't stand directly on top of the location they are placing their item
7 Years Ago
Time now increments 2 hours if a gate is opened Slowed down time movement Some cleanup
7 Years Ago
More time of day stuff Added an event receiver to get time updates on any actor Wall torch now turns off during the day and turns on at night
7 Years Ago
More Time of Day stuff Test map now fully cycles between light and dark
7 Years Ago
Can now specify whether buildings should be constructed or not when spawning them via the debug menu