userJarryd Campicancel

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

7 Years Ago
Terminal restrictions and pricing Visible trail when making routes, Shift click for multi place
7 Years Ago
More ship improvements Icons and Stars Pathfinding refactors World stuff Location upgrades
7 Years Ago
Time Controls
7 Years Ago
Start of entity purchasing systems
7 Years Ago
Misc improvements -Overworld Camera now looks at the current ship when opening the overworld -Added GoKit for tweens -Scene loading improvements -Can no logner build room outside of the ships bounds Props/Rooms change colour to show if they can be palced at the given position
7 Years Ago
Initial commit Initial content stuff Starting gameplay stuff PostProcess Stack NavMeshComponents Facepunch Plugins Basic room placement More room stuff Doorways and more placement stuff Corridor and door stuff Rooms can no longer be placed while overlapping Camera controls Unit needs, ship entrace and basic unit navigation Fonts, prop placement, UI and more need stuff More needs and interaction stuff Lets of temporary colours/materials Wander stuff Scene loading stuff Units will now automatically act on their needs More need replenishment, new vending machine prop New prop - Radio Passenger details/Selection Need state displays Start of overworld stuff Basic location import pipeline Can toggle between ship and world views Location Details panel Can now set routes for ship from the overworld screen Ship status UI Ship controls refactoring Added disembarking and embarking behaviours
7 Years Ago
Diplomacy widget updates status icons based on current relation
7 Years Ago
Hopefully fixed units waiting forever for thrown weapons that are thrown off a cliff and out of bounds destroyed
7 Years Ago
New Objective: Befriend A Tribe (added to Washed Up) Axes and spears are now gifts (Improved versions are more valuable gifts) New TribeDiplomacyTrigger type for detecting diplomacy changes Can no longer breed with people from other tribes Fixed some issues with gifting items
7 Years Ago
Combat animation changes Melee bots will now finish their attack instead of stopping mid-animation Override attack anims on AI characters are now an array that gets used randomly New combo for Sword guy MovementState is now set through a method on CharacterBase, not by directly setting the variable (makes debugging easier) Added a new combo montage for the sword guy, randomly picks between that and the old behaviour Fixed being able to climb on other unts Added a GetAllActorsOfClass to DoLedgeTrace which is probably bad for performance - I think this was a recent regression (last successful steam build doesn't have this issue) so not entirely sure what's changed. New combo for big sword guy Just one attack, his size makes it difficult for animations to work (swings above players head, sword hits ground,etc) Barrels can now burn Wooden shields can now be set on fire and destroyed by fire Status Effects applied to an actor are now automatically applied to any attached actors, so wooden shield gets set on fire when the holder is set on fire.
7 Years Ago
Grenades now do x3 damage when used by the player
7 Years Ago
Removed some time delays when cooking with a stick Hopefully fixed an issue where FaceTarget would sometimes not fully rotate to the target rotation and would never end
7 Years Ago
Some more tutorial screen info/images
7 Years Ago
Added persisted data for consumable (cooked amount/states) Collated command for cooking items on fire Can now set the cooked state of an item via the debug tools
7 Years Ago
More unsaved stuff + fixed build error
7 Years Ago
Tutorial Sub-Tasks can now trigger unlocks when starting (eg. unlock basic weapons when the player is asked to craft a weapon) Unlock is silent (no UI pop-up)
7 Years Ago
Unsaved script
7 Years Ago
Fixed back button in radial menu widget in wrong position Added an open script button to CommandGenerator dropdowns to open the script up to the appropriate file/line of the generator IsDesiredEntity condition now checks for BuildingAction Desires as well as Building desires Added an IsDesired condition to the Create Building Desire action to prevent the Construct ability appearing when a unit already has a matching desire
7 Years Ago
Testing out some new senses elect behaviour: -The party leader's senses are now unaffected by being in a party (fixes sensing themselves) -Party members senses now use the leaders senses as an additive list, so if the leader can perceive something every party member can also perceive that thing
7 Years Ago
Kaiju AI purchasing logic More AI stuff New kaiju ability - Death Ray Can now click on boids to select their unit owner New RTS ability - Light Artillery
7 Years Ago
Some effect visual stuff Added exposed interval and initial delay controls to fire trap
7 Years Ago
Unit path line renderer now increases width as camera is zoomed out in RTSCamera mode
7 Years Ago
Added a penalty to return to territory module so units are less likely to go home when they have nearby friendly units (safety in numbers!)
7 Years Ago
Increased party overlay widget view distance to work better with new camera Fixed sneak and jog party member movement mode behaviours
7 Years Ago
Power Station and static defense stuff
7 Years Ago
Fire trap now deals damage
7 Years Ago
Unsaved stuff
7 Years Ago
More level/floor cleanup
7 Years Ago
More floor overlap logic -Added a Box Overlap with Rotation node to the function library -Back to using classes and not spawning/destroying modules (old logic is still in place) -Filled in data for the new corner module -Can turn on debug mode on Gate to auto-generate a level (good for simulating level gen without having to play) -Fixed a bunch of AI stuff throwing exceptions while game is running in simulate mode -New floor logic works from an array of connectors so all of the possible connections on a module should be evaluated
7 Years Ago
More city stuff
7 Years Ago
Fixed corpses not getting cooked on spits properly, they should now stay on the spit and not burn so the tribe can butcher meat off it as needed
7 Years Ago
Fixed projectiles not reparenting properly when detached from a corpse
7 Years Ago
Exiting Effects now get a an extra Tick so that exit actions are run correctly (fixes units getting stuck in stealth pose)
7 Years Ago
Fixed several audio channels not respecting audio settings (Ambient/Ocean/Weather/Wind are now controlled by the Effects slider)
7 Years Ago
Added a fire trap that burns actors
7 Years Ago
More status effect reworks -Particle FX and SFX are now stored on the effects manager and are spawned/removed by the manager -Can now specify per-actor what effects are valid -Added a burning effect with FX, no in-game way to triggger it right now
7 Years Ago
Fixed wrong equip slot on torch
7 Years Ago
Added a city asset pack, fleshed out starting town in sandbox
7 Years Ago
Added an icon for hunt desires
7 Years Ago
Fixed a set random destination being used by hunting that was set to a 0 radius and was failing immediately Added a Player desire bonus to move attack to make sure player hunt commands are followed while there are buildings to construct
7 Years Ago
Collated command for Adding Fuel To Fire Fixed Breed request not hiding from UI if target is not human (0_o)
7 Years Ago
Removed some logs Modules can now set a prerequisite module A module won't be spawned until the player has seen the prerequisite module. Modules encountered by the player are counted and stored in the Stats class
7 Years Ago
Fixed some animation loop issues when crafting an item at a crafting table
7 Years Ago
Fixed projectiles never getting destroyed Better bounds check on kaiju primary attack New flying unit for Kaiju Added a custom tooltip widget and unit descriptions
7 Years Ago
Some UI stuff
7 Years Ago
Added level functionality to city and kaiju Unit points now start at 500 (was 2000) and go up 1000/1500/2000 at 75%/50%/25% hp for kaiju and city players
7 Years Ago
Better decal move markers
7 Years Ago
Some unit handling improvements Drag select improvements
7 Years Ago
Refactored exisitng freeze effect into a new StatusEffectsManager Should be able to support more status effects going forward (poisoned/on fire/electrocuted/etc) and allows for status effects to be applied to non-character actors. Added the manager to the spinning trap, so freeze grenades will now freeze it's movement for 10 seconds.
7 Years Ago
Fixed some fields not persisting in MachineProcessActionDesire