userJarryd Campicancel

12,922 Commits over 2,619 Days - 0.21cph!

7 Years Ago
Broke staff contracts into two different contracts Can now lock staff types via entitlements
7 Years Ago
HasShield animator param on ModelState should now be correctly assigned
7 Years Ago
Items not held as primary no longer modify the HoldModel
7 Years Ago
Status Effects now spawn and destroy their fxPrefab Added a terrible particle effect to Poison to demonstrate
7 Years Ago
Trying out moving fleet widget to side of screen
7 Years Ago
Rehooked up shield effect on the prefab
7 Years Ago
Fixed starting shield not being visible when game starts Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
7 Years Ago
New coffee cup item Can override rubbish to drop, coffee and soda now drop accurate rubbish models
7 Years Ago
Added UI-BUILDER asset store pack and reworked Main Menu UI
7 Years Ago
Some logo variations
7 Years Ago
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing) Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active Enabled poison VitalNote and filled in the text so it reads correctly Status Effects can now apply damage over their duration (standard DamageTypes list implementation) Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
7 Years Ago
First pass on StatusEffects framework Effects are defined via a definition file in Resources/StatusEffects/ Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
7 Years Ago
Generate data/entity serialisers rather than hand making them
7 Years Ago
Added a carrying animation for units Vending machines now dispense sodas
7 Years Ago
Fixed NRE when equipping clothing
7 Years Ago
More route stuff Fixed some search issues in the entity purchaser Toned down animator culling
7 Years Ago
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped Can no longer equip an offhand if you have a primary weapon that blocks offhand
7 Years Ago
Fixed not being able to equip tools in Primary Slot Exposed a valid Categories field on DropMe, primary slot can take Primary and Tool, secondary slot can take Offhand only
7 Years Ago
Unsaved menu change
7 Years Ago
Menu backdrop is now randomised
7 Years Ago
Contracts can now offer free props Initial fitout contract can now be completed without spending money
7 Years Ago
Passengers now sit at the dining booth One shot need replenishers now trigger a Use animation Optimised and cleaned up unit visuals Added in all of the skin/clothing colour combos
7 Years Ago
Mesh combine attribution Background music system + Audio directory cleanup Fixed some panel faders and made a quick setup tool for panels Better music transition when quitting a game Button click sounds Fixed bad audio transitions while game is paused
7 Years Ago
Baked the city blocks together and shrunk the textures
7 Years Ago
More city backdrop stuff More panel fading
7 Years Ago
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
7 Years Ago
Fixed missing stranger AI field in GroupMember on Human
7 Years Ago
New RPC conditional - IsActiveSecondaryItem Moved some shield bash logic out of BaseMelee into BaseShield BaseShield now derives from AttackEntity (since a shield can now attack things) Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok) Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
7 Years Ago
Basic shield bash implementation
7 Years Ago
Fixed being able to click accept/decline on a new tribe member pop up before it had finished animating in (pretty sure this was causing the soft lock when accepting a new tribe member)
7 Years Ago
Shields have an exposed ImpactSoundDefinition that gets played when the player blocks an attack Hooked up Block-Wood to the current test shield
7 Years Ago
Potentially fixed impact sounds not playing when getting hit
7 Years Ago
Added Urban City Set, WIP city biome for background
7 Years Ago
Hooked pick up animation into pick up rubbish action
7 Years Ago
Interaction points can now declare a animation type and string Scale changes, multi-apply prefab tool Reordered passenger init
7 Years Ago
Merging equipment_slot_rework
7 Years Ago
Merge from main
7 Years Ago
Updated Data.dll with new primary/secondary containers Hopefully fixed the weapon disappearing bug Reduced belt size back down to 4
7 Years Ago
Ran CodeGen to make new button input work
7 Years Ago
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
7 Years Ago
Q to swap equipment sets (not currently working, code is setup though) Some belt stuff
7 Years Ago
Reverted the spell commit from yesterday
7 Years Ago
Lowered bravery stat to +10 so rats will attack people
7 Years Ago
Disabled wander to territory while raiding
7 Years Ago
Fix not being able to equip spells in offhand slot
7 Years Ago
Attempting to make equipped items update automatically after being equipped
7 Years Ago
WIP weapon switching work
7 Years Ago
Reverted threat reduction on raiding effect
7 Years Ago
More raid buffs
7 Years Ago
Unsaved changes