userJarryd Campicancel

13,600 Commits over 2,710 Days - 0.21cph!

7 Years Ago
Can toggle build menu with B key
7 Years Ago
A tribe member being attacked now triggers the correct activity which pauses the game (restricted it to only fire when the unit is at full health to prevent spam)
7 Years Ago
WIP fire system
7 Years Ago
Added some popup text to communicate spending money
7 Years Ago
Merging objective unlock display
7 Years Ago
Merge from main
7 Years Ago
Added a basic prop preview image maker
7 Years Ago
Added staff requirement to prop tooltip WIP prop decay stuff
7 Years Ago
Typo fix
7 Years Ago
Objectives widget now shows the requirements for the next 2 unlocks as objectives Implemented in a kinda hacky way, I make a fake Objective based on the unlock definition (can be disabled by toggling off showUnlocks on the objective widget)
7 Years Ago
Added world layer to camera occlusion highlighting
7 Years Ago
Can close build panel by clicking on build button again Fixed unlocks not unlocking for building placement if the building was placed in one session and finished being built in another session
7 Years Ago
Made eat a berry interaction positional and non-exclusive so more than one unit can eat from a berry bush at once
7 Years Ago
Tripled input values for all campfire inputs - should make campfires last longer and make units less likely to spend all of their time tending to the fire Advanced Crafting now unlocks after building a crafting table Set "Craft Item for find desires" goal to the crafting role Disabled raids, units aren't good enough to survive right now Fixed crafters not crafting items for other people if the item to be crafted had 0 required roles assigned to it
7 Years Ago
Fixed the game failing to load if an unlock that was unlocked in a save game has been deleted or is no longer available Added a last hunt time to Roles data, stores the last time a unit went on a hunt Added a Time Since Last Hunt consideration, trying to push hunters to go hunting every 1-2 days instead of waiting until tribe is hungry (cooks collecting berries is preventing that from happening) Added some hunting area hints on Island_01 ItemFilter can now ignore specific weapon types, used this to make sure hunters don't go hunting with improvised weapons (sticks) Hopefully fixed an issue where multiple recommended item craft desires were created if a unit doesn't craft the recommended item fast enough (should fix people making 4 hand axes lol)
7 Years Ago
Fixed minimise dithering on build panel WIP smart object rework that allows for multiple users of an object Updating more props to new InteractionPoint system Show a mesh on interaction points when placing props Staff WIP More staff work Better idle logic, more staff stuff Better staff UI WIP rubbish system Maintenance now picks up rubbish Vending machines now drop rubbish when used Added some props to staff to better identify them Staff now cost money per trip Better handling for units pathfinding when a navmesh rebake happens Staff can be deleted
7 Years Ago
Added a 10 second fallback to InStationaryState on the Animation component, units are sometimes getting stuck in this state Fixed a bad target on the find to container to fill filter, should make units be a bit less aggressive with the constant berry harvesting Before crafting a recommended item, a unit will check that the number of identical items in the group is less than the number of units with the same role (this prevents cooks filling up a basket, placing it and then making a new basket because they no longer have a basket over and over again)
7 Years Ago
Renamed Bows unlock to hunting - triggers after crafting a spear or wooden club and unlocks bows, arrows and the hunter role Fixed unlock definitions marked as not game valid appearing in ui Fixed roles not getting correctly unlocked via unlock definitions Fixed roles unlocked during gameplay not becoming clickable in the role selection foldout
7 Years Ago
Forgot to save
7 Years Ago
ItemContainer now shows what's in the container on the tooltip (not currently visible, tooltip text is being truncated)
7 Years Ago
Added another rock spawner to the outcrop on the left of the starting camp Disabled physics on the rock spawners, stops rocks ending up underground
7 Years Ago
Fixed eat from dispenser filter not looking for resources (was ignoring berry bushes) Crafting Table now gets unlocked after building the basic hut Bow and arrow now gets unlocked after crafting a wooden club or spear (was tied to whittling skill) Stone Axe and Rabbit Trap now get unlocked after building a crafting table
7 Years Ago
Removed gatherer role requirement for fire management Switched fill containers goal from gatherers to cooks Removed basket recommended item from gatherer Added basket and hand axe to recommended items for the Cook role
7 Years Ago
Added a minimum move speed to the Navigation component, defaults to 0.5 Fixes units getting encumbered to the point they can't move
7 Years Ago
Fixed decay values on clothing getting set in non-normalized space (was setting decay to 80 when a unit got hit, which made all of the unit's clothing invisible) Added a slider to the Decay component inspector to manually test durability changes
7 Years Ago
Baskets now get placed instead of dropped by AI gatherers, fixes baskets full of food rolling down hills and falling into the ocean If an item is recommended by a role definition, keep desires will now treat that item as required (fixes gatherers dropping their baskets at weird times)
7 Years Ago
Better handling for units pathfinding when a navmesh rebake happens
7 Years Ago
Staff now cost money per trip
7 Years Ago
Maintenance now picks up rubbish Vending machines now drop rubbish when used Added some props to staff to better identify them
7 Years Ago
Added a container capacity consideration
7 Years Ago
Restricted baskets to only carry food Gatherers with baskets will now pick up baskets, fill them up with food and drop them by a campfire Can now check if an item is in a container with an item filter Still kinda WIP, there's some dithering where units repeatedly drop/pick up the baskets but they eventually get the job done
7 Years Ago
Added a recommended items to role definition, craft desires will be generated for each item when a role is assigned Builder has hand axe, gatherer has hand axe and basket (equipping axes helps fend off early dangerous animals) Checks if a unit already has the item and that the item is unlocked, rechecks every in-game hour to account for missing items, new unlocks
7 Years Ago
Fixed a dumb copy+paste error
7 Years Ago
Better idle logic, more staff stuff Better staff UI WIP rubbish system
7 Years Ago
More staff work
7 Years Ago
renamed female damage renderer (needs to be have damage in the name, was called human_female_overlay)
7 Years Ago
Raid positions are now checked to ensure they can reach the player's camp - prevents spawning raids inside cliffs
7 Years Ago
Don't calculate lag locations (used for party movement) if we're not in a party
7 Years Ago
Added a rock spawner near the starting area on Island_01 so the first building is easier to make Fixed smartobjects initialising their interactions before their interaction positions (caused the interaction to not init successfully, made buildings impossible to interact with)
7 Years Ago
Reverted wolf aggression back to 2 (was 2 before raid changes, ambient pre-existing wolves are too aggressive on island_01) Added a Raiding effect that gets applied to units to increase aggression during raids
7 Years Ago
Added random ranges for time between raids
7 Years Ago
Added a starting delay for raids (set to 24h, so raids start on the second night) Added a button to launch a raid immediately in the diplomacy inspector
7 Years Ago
Show a mesh on interaction points when placing props Staff WIP
7 Years Ago
Exposed raid sizes on the diplomacy parameters
7 Years Ago
Merging raids branch - can toggle raids off completely by unchecking RunRaids on the Tribe group diplomacy component
7 Years Ago
Merge from main
7 Years Ago
Occlusion casts to head rather than transform to fix highlight turning on because transform was too close to ground collider
7 Years Ago
Merging unit_occluders branch, units in the players tribe will now get their highlight turned on when blocked by Resource or Ground layers
7 Years Ago
Updating more props to new InteractionPoint system
7 Years Ago
Clean up/remove old fader occlusion system