userJarryd Campicancel

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

7 Years Ago
Agent will now run secondary behaviour modules while the player is controlling an agent - need secondary modules for things like item equipping during player commands (potentially fixes bug 921) Primary modules are still suppressed during a player command
7 Years Ago
Fixed busted command generation when holding containers
7 Years Ago
EntityViewUtility will now size the default box collider it puts on an item when no other colliders are present, the collider will be sized to encapsulate all meshes on the item Added colliders to any clothing items that had no colliders Resized existing 1,1,1 colliders on items
7 Years Ago
Added container item recursion for depositing items from containers to buildings and stockpiles
7 Years Ago
Decreased Navmesh tile size from 256 to 224 (-32) on island_01, trying to fix weird navmesh generation on some steeper hills (bug 927)
7 Years Ago
Changed some icons for hunting parties Fixed being able to gift items to own tribe Fixed Rally Group command never ending, which would break AI until a player command took over (bug 924)
7 Years Ago
Manually call OnAnimatorStateTagChangedCallback when loading a random animation package if we're already in idle state (fixes no conversation anim bug)
7 Years Ago
Loading a game that has broken data will now load the menu, rather than quitting the game
7 Years Ago
Trees now attempt to find a click collider and turn it off when felled (fixed erratic tree felling on new tree with expanded click collider)
7 Years Ago
Fixed the ResolutionHack in GameManager setting resolution to screen resolution when playing windowed (was ignoring launcher settings)
7 Years Ago
Appended group name to the mouse over description if a tribe has been interacted with
7 Years Ago
Fixed being able to upgrade or addon to foreign buildings
7 Years Ago
Stopped introductions being used on non-humans
7 Years Ago
Fixed building near other tribe activity event (wasn't saved yesterday for some reason)
7 Years Ago
Can now pass groups as the creator/target of activities for diplomatic events Building things near other tribes will now trigger a negative diplomatic event
7 Years Ago
Fixed wooden log attachment point groups so log wasn't equipped in chest
7 Years Ago
Made move order effects unscaled and increased reliability so every mouse click should make a visual marker
7 Years Ago
PlayerController now clears override cursor if it cannot tick (fixed override cursor persisting when opening menus, changing sessions, etc)
7 Years Ago
Zones now get notified when a session is being killed All Zone weather now gets disabled when a session ends (fixes bug 918) Added some checks in world debug tool so it doesn't error out between sessions
7 Years Ago
Refactored UnitGroupCondition to be not be unit specific (since any entity can have a group) Added some conditions so units won't add fuel to another groups fire (they can still use another group's fire with a diplomatic penalty)
7 Years Ago
Merging diplomacy branch into main
7 Years Ago
Merging from main
7 Years Ago
Some final testbox tweaks
7 Years Ago
Made a new consideration to make agents pick better gifts Made coconuts a x2 value gift
7 Years Ago
Gift component now has a value multiplier to allow for gifts of varying value
7 Years Ago
Added a good/bad diplomacy activity that pops a notification so player has feedback when they are doing something another tribe likes or dislikes
7 Years Ago
Added territory consideration to gift ai selection so AI's hopefully won't regift the same item multiple times
7 Years Ago
AI tribe gifting items is somewhat working, still has a few issues
7 Years Ago
Fixed some party invite abilities not restricting by group (could join other tribes hunting parties)
7 Years Ago
Hostile Introduction now uses TriggerComsAngry01 animation
7 Years Ago
Reworked friendly/hostile introductions as abilities rather than conversations
7 Years Ago
Diplomatic Events now have a max number of recurring events, so each event type can be capped differently (all are set to two except for gift, you can do that 3 times) Started work on a Diplomacy AIModule with some WIP AI gifting stuff Blackboard data can now store a group
7 Years Ago
Added a friendly and hostile introduction conversation topics Modified Conversations component to evaluate sensed humans not in group Made some group conditions - IsInSameGroup and HasInteractedWithMyGroup and applied them to the existing conditions Player Instigated conversations have issues at the moment so most of this isn't functional yet
7 Years Ago
Added diplomacy scene to the SceneLoader dropdown
7 Years Ago
Refactored relationship calculation to happen once a (in-game) minute, rather than every time the state was requested
7 Years Ago
Updated diplomacy debug panel to work with last commit
7 Years Ago
DiplomaticEvents now store an AssetId to the original DiplomaticEventSettings asset This means we can now recognize multiple events of the same type, current behaviour will just retime the existing event and not stack an event multiple times
7 Years Ago
Editor icons and fixes
7 Years Ago
Made an activity + diplomatic event for gifting
7 Years Ago
Merged from main
7 Years Ago
Added a Gift component to Items If an item is marked as a Gift, it can be given to an neutral/friendly foreign unit Rock is marked as a gift for testing purposes
7 Years Ago
Mouse over description for humans now reflects relationship status DiplomacyRelation now stores whether the two tribes have interacted, mouse over description will still read "A Stranger..." if the two tribes haven't met
7 Years Ago
Made a DiplomacyFriendlinessConsideration that scores a relationship from 0-1 Added the consideration to Sleep in Building and Find Shelter in Building so units will be less likely to sleep somewhere not owned by them if the relationship is bad Player controlled diplomacy now mirrors any relationships that other components have (this might change, still pondering)
7 Years Ago
Added a Interacted With Building activity Added a UsedProperty diplomatic event Added a new diplomacy testbox for easier testing of this stuff
7 Years Ago
Added a diplomacy check to building interaction, foreign buildings can only be interacted with if the relationship is neutral or hostile
7 Years Ago
Activities now have a slot for a DiplomaticEvent to trigger, they require Target to be set in the ActivityData to determine the group to assign to Moved the Attack diplomatic event from the Combat component onto the StartCombat Activity
7 Years Ago
Fixed UseTarget not being nulled in InternalReset
7 Years Ago
Starting some Diplomacy enhancements: -Added a new DiplomaticEvent asset type -Diplomacy component now keeps track of these events -Component uses these events to determine relationship level and then hostility level -Exposed an optional diplomatic event to the Attack component that applies an Attacked event when attacking a member of another tribe (this will probably be replaced with an Activity/Trigger in future)
7 Years Ago
Trying out a change to ItemActionDesire that stores a UseTarget A keep desire that has a UseTarget will report that the item is still required rather than clearing when the behaviour changes, this solves the firewood collection issue
7 Years Ago
Might have fixed weather widget lerping in form the top of the screen