userJarryd Campicancel

14,336 Commits over 2,800 Days - 0.21cph!

7 Years Ago
More unsaved stuff + fixed build error
7 Years Ago
Tutorial Sub-Tasks can now trigger unlocks when starting (eg. unlock basic weapons when the player is asked to craft a weapon) Unlock is silent (no UI pop-up)
7 Years Ago
Unsaved script
7 Years Ago
Fixed back button in radial menu widget in wrong position Added an open script button to CommandGenerator dropdowns to open the script up to the appropriate file/line of the generator IsDesiredEntity condition now checks for BuildingAction Desires as well as Building desires Added an IsDesired condition to the Create Building Desire action to prevent the Construct ability appearing when a unit already has a matching desire
7 Years Ago
Testing out some new senses elect behaviour: -The party leader's senses are now unaffected by being in a party (fixes sensing themselves) -Party members senses now use the leaders senses as an additive list, so if the leader can perceive something every party member can also perceive that thing
7 Years Ago
Kaiju AI purchasing logic More AI stuff New kaiju ability - Death Ray Can now click on boids to select their unit owner New RTS ability - Light Artillery
7 Years Ago
Some effect visual stuff Added exposed interval and initial delay controls to fire trap
7 Years Ago
Unit path line renderer now increases width as camera is zoomed out in RTSCamera mode
7 Years Ago
Added a penalty to return to territory module so units are less likely to go home when they have nearby friendly units (safety in numbers!)
7 Years Ago
Increased party overlay widget view distance to work better with new camera Fixed sneak and jog party member movement mode behaviours
7 Years Ago
Power Station and static defense stuff
7 Years Ago
Fire trap now deals damage
7 Years Ago
Unsaved stuff
7 Years Ago
More level/floor cleanup
7 Years Ago
More floor overlap logic -Added a Box Overlap with Rotation node to the function library -Back to using classes and not spawning/destroying modules (old logic is still in place) -Filled in data for the new corner module -Can turn on debug mode on Gate to auto-generate a level (good for simulating level gen without having to play) -Fixed a bunch of AI stuff throwing exceptions while game is running in simulate mode -New floor logic works from an array of connectors so all of the possible connections on a module should be evaluated
7 Years Ago
More city stuff
7 Years Ago
Fixed corpses not getting cooked on spits properly, they should now stay on the spit and not burn so the tribe can butcher meat off it as needed
7 Years Ago
Fixed projectiles not reparenting properly when detached from a corpse
7 Years Ago
Exiting Effects now get a an extra Tick so that exit actions are run correctly (fixes units getting stuck in stealth pose)
7 Years Ago
Fixed several audio channels not respecting audio settings (Ambient/Ocean/Weather/Wind are now controlled by the Effects slider)
7 Years Ago
Added a fire trap that burns actors
7 Years Ago
More status effect reworks -Particle FX and SFX are now stored on the effects manager and are spawned/removed by the manager -Can now specify per-actor what effects are valid -Added a burning effect with FX, no in-game way to triggger it right now
7 Years Ago
Fixed wrong equip slot on torch
7 Years Ago
Added a city asset pack, fleshed out starting town in sandbox
7 Years Ago
Added an icon for hunt desires
7 Years Ago
Fixed a set random destination being used by hunting that was set to a 0 radius and was failing immediately Added a Player desire bonus to move attack to make sure player hunt commands are followed while there are buildings to construct
7 Years Ago
Collated command for Adding Fuel To Fire Fixed Breed request not hiding from UI if target is not human (0_o)
7 Years Ago
Removed some logs Modules can now set a prerequisite module A module won't be spawned until the player has seen the prerequisite module. Modules encountered by the player are counted and stored in the Stats class
7 Years Ago
Fixed some animation loop issues when crafting an item at a crafting table
7 Years Ago
Fixed projectiles never getting destroyed Better bounds check on kaiju primary attack New flying unit for Kaiju Added a custom tooltip widget and unit descriptions
7 Years Ago
Some UI stuff
7 Years Ago
Added level functionality to city and kaiju Unit points now start at 500 (was 2000) and go up 1000/1500/2000 at 75%/50%/25% hp for kaiju and city players
7 Years Ago
Better decal move markers
7 Years Ago
Some unit handling improvements Drag select improvements
7 Years Ago
Refactored exisitng freeze effect into a new StatusEffectsManager Should be able to support more status effects going forward (poisoned/on fire/electrocuted/etc) and allows for status effects to be applied to non-character actors. Added the manager to the spinning trap, so freeze grenades will now freeze it's movement for 10 seconds.
7 Years Ago
Fixed some fields not persisting in MachineProcessActionDesire
7 Years Ago
Game can no longer start until all players are assigned Airstrike panel for RTS player Abilities can call ShowTimer to show a countdown
7 Years Ago
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
7 Years Ago
Added autorun (R) for kaiju
7 Years Ago
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
7 Years Ago
Content commit
7 Years Ago
Initial commit
7 Years Ago
Hopefully fixed build errors in ItemInfo struct Might explain weird data loss on interactable items
7 Years Ago
Fixed a bunch of items with incorrect iteminfo Affected shields, keys and grenades
7 Years Ago
Fixed unit "hopping" when hit IsInAir on AnimBP will now be false if the character is being pushed
7 Years Ago
Hacky workaround for failing SamplePosition calls in Navigation
7 Years Ago
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)
7 Years Ago
Added Party Member module to humans Added non placeholder text and images for hunting tutorial
7 Years Ago
Added Wake Up module to humans so they can wake up from sleeping
7 Years Ago
Rebake island_01 navmesh again