userJarryd Campicancel

13,760 Commits over 2,953 Days - 0.19cph!

8 Years Ago
Reworked raids from a desire into a group component
8 Years Ago
Defend ally logic can now be triggered if an ally is being attacked (was previously only triggered if an ally was attacking something) Defend ally logic now sets the combat target to the unit that is attacking the ally
8 Years Ago
Reimplemented some interaction target raid logic, raids can now look for things to eat and go and eat them Added rats to the raid list, rats can go into camp and eat your food
8 Years Ago
Can now specify a min/max number of units to spawn per unit type
8 Years Ago
Reworked raid interaction system, units can now keep performing appropriate interactions once they are in the camp (they'll keep eating your stuff if you don't fight them)
8 Years Ago
Added a primary equipment and secondary equipment ItemContainer to PlayerInventory 2 slots each Reduced belt size back down to 6 Updated Inventory Menu to point to the new containers
8 Years Ago
Fixed the misaligned text on the progression unlock popup
8 Years Ago
Raid goal tweaks Exposed a required Progression Tier for each raid spawn set, locked rats to Shelter tier and locked wolves to Equipment tier Made rats omnivorous and added the animal combat module Raiding units now get bravery buff
8 Years Ago
Unsaved changes
8 Years Ago
More raid buffs
8 Years Ago
Reverted threat reduction on raiding effect
8 Years Ago
WIP weapon switching work
8 Years Ago
Attempting to make equipped items update automatically after being equipped
8 Years Ago
Fix not being able to equip spells in offhand slot
8 Years Ago
Disabled wander to territory while raiding
8 Years Ago
Lowered bravery stat to +10 so rats will attack people
8 Years Ago
Reverted the spell commit from yesterday
8 Years Ago
Q to swap equipment sets (not currently working, code is setup though) Some belt stuff
8 Years Ago
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
8 Years Ago
Ran CodeGen to make new button input work
8 Years Ago
Updated Data.dll with new primary/secondary containers Hopefully fixed the weapon disappearing bug Reduced belt size back down to 4
8 Years Ago
Merge from main
8 Years Ago
Merging equipment_slot_rework
8 Years Ago
Potentially fixed impact sounds not playing when getting hit
8 Years Ago
Shields have an exposed ImpactSoundDefinition that gets played when the player blocks an attack Hooked up Block-Wood to the current test shield
8 Years Ago
Fixed being able to click accept/decline on a new tribe member pop up before it had finished animating in (pretty sure this was causing the soft lock when accepting a new tribe member)
8 Years Ago
Basic shield bash implementation
8 Years Ago
New RPC conditional - IsActiveSecondaryItem Moved some shield bash logic out of BaseMelee into BaseShield BaseShield now derives from AttackEntity (since a shield can now attack things) Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok) Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
8 Years Ago
Fixed missing stranger AI field in GroupMember on Human
8 Years Ago
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
8 Years Ago
Fixed not being able to equip tools in Primary Slot Exposed a valid Categories field on DropMe, primary slot can take Primary and Tool, secondary slot can take Offhand only
8 Years Ago
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped Can no longer equip an offhand if you have a primary weapon that blocks offhand
8 Years Ago
Fixed NRE when equipping clothing
8 Years Ago
First pass on StatusEffects framework Effects are defined via a definition file in Resources/StatusEffects/ Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
8 Years Ago
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing) Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active Enabled poison VitalNote and filled in the text so it reads correctly Status Effects can now apply damage over their duration (standard DamageTypes list implementation) Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
8 Years Ago
Fixed starting shield not being visible when game starts Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
8 Years Ago
Rehooked up shield effect on the prefab
8 Years Ago
Status Effects now spawn and destroy their fxPrefab Added a terrible particle effect to Poison to demonstrate
8 Years Ago
Items not held as primary no longer modify the HoldModel
8 Years Ago
HasShield animator param on ModelState should now be correctly assigned
8 Years Ago
Mapped Health, Mana and Stamina fields on StatusEffects to appropriate stats (Pool and Per Second modes work) Hooked up crit chance modifier on effects Theoretically hooked up the protection values (Physical, Heat, Cold, Poison, Magic, Decay - same as items) Status Effect protection buffs happens after shield damage has been calculated but before damage is dealt to the player
8 Years Ago
Added some damping to the shield animator params on the PlayerModel
8 Years Ago
Fixed some exceptions for StatusEffects with no stats assets Added a basic stun field to StatusEffect, just locks off all input (except UI) right now (needs some effects, it looks like the game locks up) Instead of just putting all of the examples onto Poison, made a few other examples to showcase actual functionality: -ProtectionBuff raises all damage protection values to max -Stun -Weakness temporarily lowers the max HP and Stamina by 50
8 Years Ago
Exposed a field to assign an NPC a chance to add a status effect on impact Spider attacks now apply poison status effect
8 Years Ago
Added a RemoveOnDamage field to StatusEffectDefinition Added a new FastHeal status effect that heals over time and gets removed if the player takes damage Added a console command to add effects to the local player eg. statuseffects.add poison Removed the status effect slot on the shield, not necessary with a console command Poison no longer slows Added a new Slowed effect to show how to slow down the player
8 Years Ago
Added a StatusEffectFullscreenFX manager that enables/disables fullscreen UI roots as necessary
8 Years Ago
Hooked up the spell charging bar
8 Years Ago
Moved status effect fxPrefabs into the standard Effect system Fixed charge effect on fireball spell not working (was missing an EffectRecycle) Fixed spell charge bar looking weird after casting multiple spells Hooked poison effect up to the Poison fullscreen fx
8 Years Ago
Added Bleeding and Frozen effects to demo all of the fullscreen effects Added ability for ItemStatsProperties to lower protection values (previously could only do positive values) Bleeding slows by 20% and deals 5 dmg per second for 10 seconds Frozen stuns the player for 5 seconds, lowers all damage resistances and will break when the player takes damage (so the hit that breaks the freeze should do a lot of damage)
8 Years Ago
Added an onStatusEffectsChanged callback to GlobalMessages Fixed ArmorIndex ui element not checking status effect protection values Added a statuseffects.removeall command to remove all active effects