userJarryd Campicancel

12,549 Commits over 2,557 Days - 0.20cph!

7 Years Ago
Role descriptions on the tribe tracker elements no longer point at the wrong button
7 Years Ago
Fixed new role assignment scroll view not scrolling
7 Years Ago
Put some checks to try and catch the NRE when right clicking on a building to assign a unit to builder (can't seem to repro in editor) Fixed tribe tracker element descriptions reading "Builder" when initialised if a unit hasn't been assigned a role
7 Years Ago
Reenabled desire expired cohesion event (still happens too frequently but without it cohesion never drops)
7 Years Ago
Added a stranger spawn point to Island_01
7 Years Ago
Forgot to save
7 Years Ago
Fixed an exception on load in Senses Cohesion debug panel New positive cohesion events for building any building, getting pregnant, babies growing up and generic age changes Cohesion events won't be processed if they're not marked as IsGameValid Marked Desire expired event as not game valid (happens way too often) Added a set_cohesion console command
7 Years Ago
Stats screen stuff Made SurfaceType icons Added wall paintable surfaces Added new WallMount prop type and a wall lamp
7 Years Ago
Might have fixed activity pop up closing immediately after opening
7 Years Ago
Unsaved changes
7 Years Ago
More entity UI
7 Years Ago
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
7 Years Ago
Rolled delete and rooms logic into new placement system
7 Years Ago
Back button on entity panel Added a search field to the prop window Refactoring prop placement to be more generic + expandable Implemented painting module
7 Years Ago
WIP Build menu rework (Categories, Paint mode, etc)
7 Years Ago
Show last thoughts on passenger info + more ui tweaks
7 Years Ago
Can now specify if a wearable can be taken off, turning this bool off won't autofill the take off interaction on smartobject (defaulted to true on everything) Can no longer unequip babies
7 Years Ago
Added a HasBaby condition, prevents units getting pregnant while they already have a baby (can only equip one baby item at a time)
7 Years Ago
Units now check if they can hold a dispensable before attempting to take from the dispenser (fixes some building issues)
7 Years Ago
Unsaved change
7 Years Ago
Notifications no longer expire while skipping to morning, fixes notifications appearing and expiring without the player seeing them
7 Years Ago
Fixed bad happiness calculation Added new serialised component system, should make Entity less monolithic
7 Years Ago
Added some protection in UnitAttachments and Items to protect against missing items on load (It looks as though some items are being lost on save/load) Added some bonuses to Collaboration execution to try and make units execute collaborations more reliably Added a social need consideration to the start conversation goal - this should make units only start conversations if their social need is greater than 40%
7 Years Ago
Fixed exception in GroupHierarchy when loading a game Fixed resources that deplete over time not unsubscribing from events and causing exceptions after loading a game Lowered grass requirements for turf roofs Collaborations will now expire if they exist for 4x the timeout, regardless of state (previously they could only timeout if their state was pending, that didn't catch collabs that are stuck for other reasons) Fixed collaboration OnStateChanged event not getting hooked up when loading a game Can now remove a collaboration from the debug panel
7 Years Ago
Changed some baby settings: Gestation period: now 1 (was 4) Baby Days: now 2 (was 8) Young Days: now 2 (was 15)
7 Years Ago
New Time Since last birth consideration Tweaked Breed goal scores to ensure it can actually occur Made pregnancy notification medium severity so it has to be dismissed
7 Years Ago
WIP Happiness summary
7 Years Ago
New fleet widget on map screen, replaces the fleet button
7 Years Ago
Tribe tracker now requests a new portrait if a unit's view gets set
7 Years Ago
Humans changing age now recreate a new, age-appropriate view rather than just scaling up the child model
7 Years Ago
More changes
7 Years Ago
Added a new activity for when a baby grows up Added a new activity for generic age changes eg. "PERSONNAME is now an Elder" Added new {AGE} keyword (returns "child/adult/elder")
7 Years Ago
Units can now specify random available clothing for their children Fixed damage overlays named incorrectly on child views Added "make_adult" command to turn a child into an adult
7 Years Ago
Baby gender is now determined and cached at birth rather than randomised when the baby grows into a child Added new {BABY_GENDER} keyword to access the cached gender Updated birth notification text so that it displays the gender of the baby, not the gender of the mother
7 Years Ago
Reproduction save/load stuff Can now skip the baby to child stage with a "complete_baby" console command or via the debug panel
7 Years Ago
Fixed babies being destroyed on birth if the mother was wearing a backpack (backpack now gets unequipped)
7 Years Ago
Reproduction debug panel Fixed OnDay callback in Reproduction not getting hooked up when loading a game mid-pregnancy Fixed notification text on birth Can now complete a pregnancy with a console command "complete_pregnancy" or via the debug panel
7 Years Ago
Added a "make_pregnant" console command
7 Years Ago
New group coherence consideration Added group coherence as a consideration on Breeding module Fixed PregnancyInfo accessor not being assigned (now gets the info from data) Filled in text templates for pregnancy notifications
7 Years Ago
Fixed build error
7 Years Ago
Uploading to a new steam branch
7 Years Ago
WIP stat displays WIP passenger thoughts More stats Potentially fixed props not getting marked as vacant Fixed save/load Stats screen now shows two most common thoughts Can now adjust sample size of stats screen
7 Years Ago
Fire doesnt spread through walls or doors, but can destroy doors
7 Years Ago
Attempting to fix the buildings pushing units underground bug: -Building placement now grabs a list of nav mesh obstacles and does box overlap checks to find any units that are in the affected space of a building -Once the building is placed the affected units are then moved away from the building until they are in unaffected space -Also added a position_unit console command that positions the selected unit at the current cursor position
7 Years Ago
Fix reference to MaterialRequirements in Building editor Fix basic shack requiring 40 sticks
7 Years Ago
Added simple console, moved some cheats to console commands
7 Years Ago
Fix items getting duplicated when getting picked up from a stockpile and put into a container Fix NRE on stockpile influence debug view
7 Years Ago
Jenkinsfile
7 Years Ago
Bumped decay rates
7 Years Ago
Fix passengers geting left on ship after a route change