userJarryd Campicancel

13,529 Commits over 2,710 Days - 0.21cph!

7 Years Ago
First pass on a system for detecting active module overlaps Still has some rotation/detection issues and isnt working on ghosted modules, but it's a start
7 Years Ago
Brightened night-time, fixed ai not dropping keys
7 Years Ago
Corpses should now drop embedded projectiles when they are skinned
7 Years Ago
More debugger stuff
7 Years Ago
Added a go to previous module change button in the ai debugger
7 Years Ago
Better automatic nav mesh obstacle sizing for resource views
7 Years Ago
Fix PlayerController consuming inputs on gamepad
7 Years Ago
Fixed Island_01 and NoSpawns having out of date/missing navmeshes Deleted an orphaned(?) navmesh on island_01 Fixed an NRE in GroupPersonalities when a non-human in a group dies Fixed TakeAllItems mode in TakeFromDispenser actions breaking after dispensing the first item
7 Years Ago
Can now toggle the debug view with f9 Hopefully fixed player movement breaking when frozen in mid-air
7 Years Ago
Unsaved changes
7 Years Ago
Clamped hieght of dropped keys so that they should reliably appear above the ground
7 Years Ago
Player will now automatically equip starting items after first run Game restart logic now happens in GameInstance, session management should probably live there
7 Years Ago
Fixed being able to open a chest while standing on top of it Refactored some Interactable logic to make it easier to put a different interactable primitive trigger on an object. To put a new trigger: Make a new primitive and override: GetInteractableTrigger Subsciribe to the Begin/End Overlap events for the new trigger Look at LootChest to see an example, made a new box collider for the cehst so it can only be opened from the front (not top or back)
7 Years Ago
Started detecting gamepad/mouse keyboard changes Internal logic in place, just needs new assets Player now holds torch steady in front of body
7 Years Ago
Blocked steam initialisation in editor Fixed some issues stopping views from being updated Fixed some cases where navigation obstacles were being placed on views at incorrect angles and blocking interaction points
7 Years Ago
Fixed Whats New Menu option not fading out properly Also fixed whats new showing every boot
7 Years Ago
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet) Tweaked progression depth calculation system to return more understandable values Changed rules for masking unlock elements in progression tab
7 Years Ago
Can now light torches with other lit torches
7 Years Ago
Reworked What's New screen to be more dynamic and have gifs!! Seriously, gifs! Can also now open the What's New screen again after closing it
7 Years Ago
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random) TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
7 Years Ago
Fixed pause menu options menu prefab being out of sync with the main menu options (had old layout settings, audio settings widgets were appearing incorrectly)
7 Years Ago
Replaced some IsStandalone checks with IsRunningInEditor Pretty sure IsStandalone will always be true in this game (we have no MP)
7 Years Ago
Ignitable items can now be lit via specified machine processes as well as other items Exposed Ignite Blackboard Item With Target to the player (This means the torch can now be lit on a lit campfire by the player) Added Ignitable check functionality to ItemFilterSet
7 Years Ago
Fixed a couple of stone piles that were spawning inside cliffs
7 Years Ago
FaceTarget action now ends instead of breaking if IsFacingTarget gets set to false by something else New Go To Unit (distance 6) action Diplomacy-Introduction abilities now use the new Go To Unit action, looks more natural and works a lot better when used on a moving unit
7 Years Ago
Fixed building widget not showing material requirements Diplomacy widget now shows a different display if the other tribe has not been met
7 Years Ago
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
7 Years Ago
Progression tab now shows more unlocks Fixed a bunch of unlocks not having explicit prerequisites for better UI display
7 Years Ago
Added some collated descriptions to deposit interactions
7 Years Ago
Hacky fix for first building option in Build tab starting clipped (I just jiggled the scrollbar a bit)
7 Years Ago
Fixed equipment widget showing duplicate items
7 Years Ago
Added a really dull light to the player at night Parented to camera, should be really subtle
7 Years Ago
Fixed AI's getting stuck after being staggered
7 Years Ago
Fixed IsCarried animator bool not being set when an item is placed
7 Years Ago
Increased width of some label fields in the Player Progression Widget to reduce text overlapping
7 Years Ago
Better labels on new unlock definitions
7 Years Ago
Fixed another incorrect UI material
7 Years Ago
Tweaked stagger behaviour Character now stores an attack counter, goes up each time the character attacks AI can now no longer be staggered if they haven't done an attack since their last stagger
7 Years Ago
Disabled physics bone animations Think this is what was causing bad hit detection during combos
7 Years Ago
Added light sources to all of the hero modules Made nighttime slightly brighter Added attack anticipation events to the dagger combo Added a light source to keys that turns on at night Wall torches now randomly offset their starting timeline point Looks a lot better when there's more of them on screen Added an IsHeld bool and an OnEquipped method to Interactableitem Fixes key lighting staying enabled while key is on belt Cleaned up some logs
7 Years Ago
Skill gain and item degradation is now applied when removing an item from the dispenser even if the item could not be carried (Fixes fishing skill not increasing if hands are full even though the fish is dispensed/caught)
7 Years Ago
Fixed fishing spots missing a collider (manually added to view, this might break if it's updated) New Unlock: Advanced Fishing Unlocks when a unit reaches Novice in Fishing Unlocks the advanced spear
7 Years Ago
EntitySpawners can now specify a blocked by mask - if set this will do a short cast above the spawn position on the given mask and make sure that nothing is blocking the resource Only changed in TestBox, this fixes fishing spots spawning underneath the ground
7 Years Ago
New Unlock: Storage Requires Advanced Crafting unlock and the player to craft a Stone Axe or Rabbit Trap Unlocks Backpack, Basket and Pot Back Pack now requires 2 sticks and 1 grass and the crafting table to craft Basket and Pot now require the Crafting Table to craft
7 Years Ago
Unsaved changes
7 Years Ago
New unlock: Advanced Tools Unlocks after building a Basic/Small/Medium/Large shelter Unlocks Torch and Hammer
7 Years Ago
Updating a building view will now prompt you if there are no nav mesh obstacles on the mesh with an option to add an automatically sized box or capsule nav mesh obstacle Added missing nav mesh obstacles to the tanning rack and crafting table
7 Years Ago
New wall torch
7 Years Ago
Added a pickupable torch to each gate at night Also fixed some init order issues Tweaked slug collision channels Weapon collision rework broke slug collisions, so the slug now has a large box collider for weapon impacts
7 Years Ago
Added light sources to a bunch of modules Covered most fo the padding modules Also added some light sources to gates so any modules I haven't gotten to yet should have at least some light