userJarryd Campicancel

13,305 Commits over 2,680 Days - 0.21cph!

7 Years Ago
Merging from main
7 Years Ago
Unit Collections will now store whether they were player created Party leader will now disband the party if they no longer have a hunt desire and the collection wasn't player created
7 Years Ago
Fixed the no condition Invite to Party ability being exposed to UI
7 Years Ago
Added invite to party ability to form party goal - a hunter will now form a party if a they have a valid unit nearby to invite Units will no longer automatically join parties (leaving goal in there for now in case this changes in future)
7 Years Ago
Tied automatic party forming to hunt desire and copied some of the considerations from the hunting module
7 Years Ago
Party members can now get a target from the party leaders combat targets array, rather than just matching their leaders target Tweaked some score values to make party behaviour more important that some social behaviours
7 Years Ago
Fixed units chopping down trees while holding sticks (they now drop what they're holding if they can't equip a needed tool) -Bug 835
7 Years Ago
Locked independent join/create party logic behind the hunting unlock -Units can still quit parties independently
7 Years Ago
Added a new Leave Party via flags plan
7 Years Ago
Fixed knowledge overlay widgets staying visible for items that are equipped while the knowledge overlay is active
7 Years Ago
Finally fixed rotation logic on objects, there's no longer a deadzone when the mouse is close to the origin of the object
7 Years Ago
Improved building rotation placement logic -reduced deadzone when mouse is hovering over centre of a unit (was 1 unit, now 0.1) -added more plane fallbacks to account for mousing over skybox and weird camera angles when rotating objects
7 Years Ago
Join Party logic seems to be working without dithering, requires more testing
7 Years Ago
Reworked leave Party conditions -removed flag checks (will probably replace these with standalone goals) -uses considerations for Health/Food/Sleep instead of hard thresholds Started work on joining party logic, disabled for now
7 Years Ago
Some more assets that didn't save correctly
7 Years Ago
Units can now leave parties independently - checks for a few different Flags and StatMeasurements Added the inverse of this check to invite to party actions so units can't be invited to parties that they'll want to leave immediately
7 Years Ago
Added a small yellow indicator on top of party members
7 Years Ago
Create Party is now invoked by clicking on another unit, automatically making a two unit party
7 Years Ago
Merging from main
7 Years Ago
Forgot to check in collection asset changes
7 Years Ago
Defer Senses flag on UnitCollections will cause collections to route any CanPerceive requests to the leader of a collection
7 Years Ago
Fixed a condition I broke in the earlier refactors
7 Years Ago
Fixed some exceptions when disbanding a party Fixed hunting collections destroying themselves when down to one unit (exposed a setting on UnitCollectionSettings)
7 Years Ago
Added a hostile check so you can't invite hostile units to a party
7 Years Ago
Better movement/spacing logic for parties
7 Years Ago
Cleaned up and refactored a lot of the new party/collection management logic
7 Years Ago
Some basic logic for party combat, still pretty janky
7 Years Ago
Fixed being able to invite animals to a party (filing this away for future turtle party dlc)
7 Years Ago
Party members now sneak if their leader is sneaking
7 Years Ago
Better follow/offset movement for party members
7 Years Ago
Basic party movement offsets
7 Years Ago
Fixed messed up jog condition filename
7 Years Ago
Basic jogging logic for party members
7 Years Ago
Added ability for units to be dismissed from the party (by the leader) or leaving on their own Added a display to show the current UnitCollection on the Unit Debug Panel
7 Years Ago
Starting work on a party/group movement system -Any unit can create a party (called a Hunting Party atm) -That unit can then invite other units to join the party -Party members will follow the party leader (more logic to come) -The party leader can then disband the party, reverting party members to original behaviour
7 Years Ago
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)
7 Years Ago
Fixed EntityManager throwing an exception on boot
7 Years Ago
Suppressed "Go To Sleep" command while a unit is asleep Exposed "Wake Up" command to player while a unit is asleep
7 Years Ago
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
7 Years Ago
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
7 Years Ago
fixed building placement physics checkbox not respecting building rotation
7 Years Ago
more building placement work - buildings now rotate on a plane oriented to the surface normal rather than looking at a physics point also fixed being able to place at invalid rotations (again)
7 Years Ago
added a check to GridScoreAtLocation to catch for NaN score results from a grid (need to look into why threat grid is returning a NaN)
7 Years Ago
Added an editor preference that exits Play mode in the editor when a compile is detected
7 Years Ago
merging ConsoleCommands branch
7 Years Ago
merging ConsoleCommands branch
7 Years Ago
trying out several player building placement logic tweaks: -building rotation is now updated even if the placement is invalid (fixes buildings getting stuck in invalid state/rotation) -building rotation should now be more reliable/steady when moving a building -fixed buildings not updating their valid placement check when rotating
7 Years Ago
finish_build console command can now (mostly) finish building upgrades
7 Years Ago
added new Rally Group command to radial menu
7 Years Ago
teleport_all now directly accesses the selected unit