13,600 Commits over 2,710 Days - 0.21cph!
Game can no longer start until all players are assigned
Airstrike panel for RTS player
Abilities can call ShowTimer to show a countdown
Building and Item placement now check that a valid path exists between the currently selected unit and the targeted build/placement position, this prevents players being able to build things in out of reach areas
Added autorun (R) for kaiju
Added Utilites C++ class and added support for reading Action Bindings
Also added ActionKeyIndicator widget to show key bindings in a standardised way in UI
Hopefully fixed build errors in ItemInfo struct
Might explain weird data loss on interactable items
Fixed a bunch of items with incorrect iteminfo
Affected shields, keys and grenades
Fixed unit "hopping" when hit
IsInAir on AnimBP will now be false if the character is being pushed
Hacky workaround for failing SamplePosition calls in Navigation
Fixed several melee weapons having a minimum range of 0
Two new module packs, Default Human Combat and Default Animal Combat
Default Human Combat lets humans run to their target and flee (instead of being stuck in face target)
Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
Added Party Member module to humans
Added non placeholder text and images for hunting tutorial
Added Wake Up module to humans so they can wake up from sleeping
Rebake island_01 navmesh again
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
Really WIP weapon switching and better flee management for AI's
Should only affect ranged enemies, probably still has issues
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
Fixed a party invite ability not being marked as ai only
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
DeathVolume now destroys any items that fall off the world
Also fixed bombs not flying correctly if the player throws them off the world and bombs not cleaning up their decal if they miss their target
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
Brightened night-time, fixed ai not dropping keys
Corpses should now drop embedded projectiles when they are skinned
Added a go to previous module change button in the ai debugger
Better automatic nav mesh obstacle sizing for resource views
Fix PlayerController consuming inputs on gamepad
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
Can now toggle the debug view with f9
Hopefully fixed player movement breaking when frozen in mid-air
Clamped hieght of dropped keys so that they should reliably appear above the ground
Player will now automatically equip starting items after first run
Game restart logic now happens in GameInstance, session management should probably live there
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)
Started detecting gamepad/mouse keyboard changes
Internal logic in place, just needs new assets
Player now holds torch steady in front of body
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
Fixed Whats New Menu option not fading out properly
Also fixed whats new showing every boot
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
Can now light torches with other lit torches
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
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)
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)
Replaced some IsStandalone checks with IsRunningInEditor
Pretty sure IsStandalone will always be true in this game (we have no MP)
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
Fixed a couple of stone piles that were spawning inside cliffs
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
Fixed building widget not showing material requirements
Diplomacy widget now shows a different display if the other tribe has not been met
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
Progression tab now shows more unlocks
Fixed a bunch of unlocks not having explicit prerequisites for better UI display
Added some collated descriptions to deposit interactions