userJarryd Campicancel

12,493 Commits over 2,557 Days - 0.20cph!

7 Years Ago
Updated blackboard syntax based on main changes Updated UnitStatusUtility to return friendly if unit a and unit b are player controlled
7 Years Ago
Fixed minimise dithering on build panel WIP smart object rework that allows for multiple users of an object
7 Years Ago
Merging from main
7 Years Ago
Tweaked aggression values to make animals more dangerous (just wolves right now) and fixed some issues with calculating hostility Raid target falls back to just going to the player camp location if no valid interactions (like eating) are available Tribe spawner now tracks ItemViews as well as BuildingViews so proper items are spawned with the premade tribes
7 Years Ago
Added a MoveAwayFromFire goal to animal idle, lets torches and campfires act as deterrents to animals
7 Years Ago
Player's group diplomacy component now tracks the last time the group was raided and added a 12-24hr cooldown so raids don't happen too often
7 Years Ago
Fixed error prompt staying on permanently if game is paused Block steam init in editor Unsaved changes Passengers can now stay on board for multiple stops
7 Years Ago
Fix missing steam_api64.dll
7 Years Ago
Raid gets disbanded once the target interaction is no longer valid
7 Years Ago
More raid stuff, animals will now eat food they find in your camp
7 Years Ago
Added human wake up logic to the animal sleep system, seems to work ok? Animals weren't waking up in testbox scenes, presumably there just isn't enough stuff to wake them up WIP raid objectives, animals will only raid if there is food in the camp
7 Years Ago
2017.2.0p1 unity version for builds
7 Years Ago
Build file?
7 Years Ago
Reworked raid objective (just position for now) into a new RaidDesire desire type. Can eventually be used to store an objective for a raid (eat from this spit, attack this building, etc)
7 Years Ago
Forgot to save
7 Years Ago
More wip raiding stuff
7 Years Ago
WIP hostile raiding implementation -Only implemented on wolves -Similar system to Human Party system (should theoretically work with hostile tribes as well) -A collection of 2-4 units is created at night, the collection leader then finds the players territory and starts moving towards it
7 Years Ago
Updated CameraOcclusion system to use new unit highlighting system
7 Years Ago
Updating occluder branch from main
7 Years Ago
Potentially fixed a bad angle calculation in CalculateAttackAngle
7 Years Ago
Shift CLick placement for rooms+props no longer needs shift
7 Years Ago
Changed ship sounds to linear falloffs
7 Years Ago
Added autosaving every 5 minutes
7 Years Ago
Fixed some stat display issues
7 Years Ago
Fixed some save/load issues Can change headquarters location Fixed some pretty wacky building bugs
7 Years Ago
Level 3 summary
7 Years Ago
Fix panel focus issues
7 Years Ago
Trying out a nicer panel transition More tweaks
7 Years Ago
More what's new stuff
7 Years Ago
Fixes
7 Years Ago
Fixed missing stats on ship purchase screen Ship stuff Updated What's New
7 Years Ago
UI + World stuff Fixed some path issues Added distance calculations for ship travel
7 Years Ago
Misc fixes Fixed busted scrolling on Save/Load New location upgrades Added world offset to prevent sfx overlaps Fixes Zoom tweaks
7 Years Ago
Radios now sync their audio
7 Years Ago
Fixed game breaking when saving/loading while disembarking
7 Years Ago
Whats new gifs Because still images are so 2016
7 Years Ago
Added notifications
7 Years Ago
Start of an audio pass More audio More sound stuff Added sfx and particles to radio
7 Years Ago
Can now ignite an unlit igniteable while holding a lit item (previously only the opposite was possible)
7 Years Ago
{BLACKBOARD_ITEM} keyword can now be used on goal plans Added an extra indicator when placing items to indicate where an item will go and what it's rotation will be (outline material used for building placement is hard to see on small items like torches/baskets) Can now specify on a placeable item whether it can be rotated, defaults to true and marked torch and basket as false (rotation has no impact on these)
7 Years Ago
Fixed being able to trigger place item on something that isn't held
7 Years Ago
Items now store if they were placed when saving, fixes placed items getting physics enabled after loading a game Added baskets to the advanced crafting unlock (reach apprentice whittling) Added a missing ProtoInclude for PersistedIgniteableData
7 Years Ago
Compile fix
7 Years Ago
Finally fixed backdrop config switching
7 Years Ago
No more pillars when drag placing rooms + economy changes
7 Years Ago
Marked basket as placeable so that a full basket can be set down in camp for people to eat from
7 Years Ago
Attachment Point containers will now resort their items when an item is dropped
7 Years Ago
An unsaved change
7 Years Ago
Added a Use Attachment Points field to Container that parents items to attachment points in the container hierarchy. Recursively looks for a transform named "AP_XX" to parent to (eg. AP_06 or AP_12)
7 Years Ago
Hooked up two meshes to particle system shape components to stop chopped down birch trees from spamming warnings while playing - this was done on the prefabs directly, there could be changes needed on the TreeModelEditor to prevent this happening in future