14,339 Commits over 2,800 Days - 0.21cph!
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Fixed Island_01 and NoSpawns having out of date/missing navmeshes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
Hacky fix for first building option in Build tab starting clipped (I just jiggled the scrollbar a bit)
Fixed equipment widget showing duplicate items
Added a really dull light to the player at night
Parented to camera, should be really subtle
Fixed AI's getting stuck after being staggered
Fixed IsCarried animator bool not being set when an item is placed
Increased width of some label fields in the Player Progression Widget to reduce text overlapping
Better labels on new unlock definitions
Fixed another incorrect UI material
Tweaked stagger behaviour
Character now stores an attack counter, goes up each time the character attacks
AI can now no longer be staggered if they haven't done an attack since their last stagger
Disabled physics bone animations
Think this is what was causing bad hit detection during combos
Added light sources to all of the hero modules
Made nighttime slightly brighter
Added attack anticipation events to the dagger combo
Added a light source to keys that turns on at night
Wall torches now randomly offset their starting timeline point
Looks a lot better when there's more of them on screen
Added an IsHeld bool and an OnEquipped method to Interactableitem
Fixes key lighting staying enabled while key is on belt
Cleaned up some logs