userJarryd Campicancel

13,719 Commits over 2,741 Days - 0.21cph!

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
7 Years Ago
Merge from main
7 Years Ago
Cleaned up some now unneeded raid creation stuff
7 Years Ago
Added some combat target tinkering in the raid desire to try and make raiding animals more aggressive
7 Years Ago
Reworked raid creation - Diplomacy component now has a raid time and possible units to spawn in the raid. It then spawns these units as a collection and triggers the existing raid mechanics. This is instead of creating a collection out of existing units, this approach didn't really work in proper game scenes since animals were often killed or scattered.
7 Years Ago
Merge from main
7 Years Ago
Switched night time consideration to use the TimeRangeParameters system
7 Years Ago
TOD Light consideration can now look at the date time instead of light intensity (light intensity goes back up at night thanks to moon light, so it's not a good indicator of is it night time) Raids should now happen at night
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