userJarryd Campicancel

13,305 Commits over 2,680 Days - 0.21cph!

7 Years Ago
Can now equip upgrades in locations
7 Years Ago
More stat stuff
7 Years Ago
More location/inventory work
7 Years Ago
WIP location upgrade rework More upgrade stuff
7 Years Ago
Tracking popularity by city?
7 Years Ago
Fixed overworld location prefab id not saving Saving overworld locations
7 Years Ago
More map tweaks and city changes
7 Years Ago
100 new cities + filters to deal with them
7 Years Ago
Research manager doesn't show selection indicator UI tweaks
7 Years Ago
Misc grave fixes Machine process can now define the conjunction used on the process ability, so it now supports "Cook Rabbit ON Spit" as well as "Bury Jim IN Grave" Added some info text to the MachineProcessSettings editor to show an example of the machine process text
7 Years Ago
Typo fix Some reorganization/cleanup WIP Research system More reasearch + timing stuff Can now receive new parts from researching Time and date display on UI
7 Years Ago
Unlocks can now be unlocked via a trigger Graves unlock is now unlocked when a member of the player's tribe is killed
7 Years Ago
Fixed some more issues with dead/buried units
7 Years Ago
Debug tool spawn section now has a recent tab that lists the last 10 items/units/buildings that were spawned
7 Years Ago
Added a grave building that can be used to bury a dead unit Can only be spawned via the debug tool (there's an unlock definition for it, but it has no conditions yet) Also fixed exceptions when mousing over a unit that was killed via debug tools
7 Years Ago
LIfeimte ship stat storage WIP ship part/upgrades/stats system Can now equip part upgrades Cusotm part tooltip shows stats More upgrades
7 Years Ago
Cleaned up some warnings Zero warnings forever! More route placement stuff World Ship now updates colour Ship purchasing screen
7 Years Ago
More input stuff WIP route palcement improvements
7 Years Ago
More shield charge stuff Really bad effect, impact causes damage
7 Years Ago
Added the territory module to the bear and added a select random position in territory so bears don't wander as much and murder tribes
7 Years Ago
Upgrade to 2017.2.0p1
7 Years Ago
More serialisation/bug fixes
7 Years Ago
Added a screen fader to hide the ship transition
7 Years Ago
Can now click+drag to place corridors UI Fixes for multi ships More multi ship work
7 Years Ago
Fixed objectives not loading properly and fixed objectives UI display not being updated after loading
7 Years Ago
Removed time hack on session load, doesn't seem to work anymore
7 Years Ago
Time fix on load Fix units trying to recook an already cooked thing
7 Years Ago
Fixed FindAndPutCorpseOnFire being set to desire creation mode instead of execute Added new Eat a Piece interaction to the DispenserFoodValue consideration - units can now successfully skin a corpse, put it on the spit and eat from it without player intervention!
7 Years Ago
Basic framework for customisation on new game Company name + Colour
7 Years Ago
More ship stuff More ship model stuff
7 Years Ago
Session fixes + WIP ship model
7 Years Ago
Can now delete save files WIP ship select screen In preparation for multiple ship systems More multi ship work
7 Years Ago
Fix dead units getting their navmesh agent turned on because of another navmesh fix Fixed machines not persisting their entity list, which fixes animals on spits not being clickable after a load
7 Years Ago
Fixed misleading cookable tooltip text Added an Eat a Piece interaction to corpses that is available once a corpse has been cooked that doesn't require an axe
7 Years Ago
More ability use cleanup/tweaks
7 Years Ago
More wip shield charge stuff Shield Charge now knocks down units in path AI now has the ability to declare if they have a special ability Want to use this for various unit specific stuff like kicks, shield bashes, etc
7 Years Ago
Seem to have fixed Time Of Day not working
7 Years Ago
WIP Save/Load logic refactor Breaking everything More Save/Load stuff More Save/Load progress Still mostly broken Better corridor logic Lots more save load stuff Kinda working More Save/Load Scene loading tools Fixed props not placing/loading Clean up Can now load a saved game via the menu Saving is unavailable until I make more UI Can now save in an arbitrary slot and load a slot Added a load screen and finished the last edge cases for scene loading Units and location upgrades serialization
7 Years Ago
Can now save in an arbitrary slot and load a slot Added a load screen and finished the last edge cases for scene loading
7 Years Ago
Fixed spit missing building requirements (now requires 3x sticks) New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness Fixes meat spawning on top of the campfire collider and being really hard to click
7 Years Ago
TakeFromDispenser will now break if the dispenser is being held by another unit
7 Years Ago
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
7 Years Ago
More tweaks
7 Years Ago
Fade time + tint wip
7 Years Ago
Can now load a saved game via the menu Saving is unavailable until I make more UI
7 Years Ago
Clean up
7 Years Ago
Scene loading tools Fixed props not placing/loading
7 Years Ago
Trying out a new shield bash enemy, pretty bad right now Not quite working yet
7 Years Ago
First pass on a system to fade objects that are occluding the player's view For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update The fade material is just a transparent standard shader, this could definitely be improved
7 Years Ago
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)