userJarryd Campicancel

14,339 Commits over 2,800 Days - 0.21cph!

7 Years Ago
Skill gain and item degradation is now applied when removing an item from the dispenser even if the item could not be carried (Fixes fishing skill not increasing if hands are full even though the fish is dispensed/caught)
7 Years Ago
Fixed fishing spots missing a collider (manually added to view, this might break if it's updated) New Unlock: Advanced Fishing Unlocks when a unit reaches Novice in Fishing Unlocks the advanced spear
7 Years Ago
EntitySpawners can now specify a blocked by mask - if set this will do a short cast above the spawn position on the given mask and make sure that nothing is blocking the resource Only changed in TestBox, this fixes fishing spots spawning underneath the ground
7 Years Ago
New Unlock: Storage Requires Advanced Crafting unlock and the player to craft a Stone Axe or Rabbit Trap Unlocks Backpack, Basket and Pot Back Pack now requires 2 sticks and 1 grass and the crafting table to craft Basket and Pot now require the Crafting Table to craft
7 Years Ago
Unsaved changes
7 Years Ago
New unlock: Advanced Tools Unlocks after building a Basic/Small/Medium/Large shelter Unlocks Torch and Hammer
7 Years Ago
Updating a building view will now prompt you if there are no nav mesh obstacles on the mesh with an option to add an automatically sized box or capsule nav mesh obstacle Added missing nav mesh obstacles to the tanning rack and crafting table
7 Years Ago
New wall torch
7 Years Ago
Added a pickupable torch to each gate at night Also fixed some init order issues Tweaked slug collision channels Weapon collision rework broke slug collisions, so the slug now has a large box collider for weapon impacts
7 Years Ago
Added light sources to a bunch of modules Covered most fo the padding modules Also added some light sources to gates so any modules I haven't gotten to yet should have at least some light
7 Years Ago
Fixed some errors in the main scene because of TOD stuff Fixed characters dying from fall damage every time they are damaged by any source OnLanded was being called when a character gets attacked? Put a bool in the left ground events to make sure we only recognize a landing if we've recognized a fall.
7 Years Ago
Fixed tree cutting test scene missing a navmesh? Added a Carpentry unlock definition Requires Woodcutting - Adept and Standard Buildings Unlocks Log Seat (Large+Small), Palisade and Fence
7 Years Ago
Fixed item placement command generation doubling up commands for placeable items
7 Years Ago
New Unlock Definition - Advanced Crafting Requires Whittling-Apprentice Unlocks crafting table, rabbit trap and stone axe Rabbit Trap and Stone Axe now require the crafting table to be crafted
7 Years Ago
Fixed build error in SetDestination
7 Years Ago
New Unlock Definition - Advanced Leatherworking Requires player to craft Hat or Animal Hide Bed Unlocks Tanning Rack, Chest, Legs, Feet and Hand Wraps (not variants like Chest_01) Tanning Rack now requires 4 wood, 4 stone and 1 animal hide Chest, Legs, Feet and Hand Wraps now requires 1 animal hide to craft and must be crafted at the Tanning Rack Fixed Tanning Rack not having collisions or an interaction position
7 Years Ago
Can now trigger unlock definition unlocks from the Debug Tool->World tab
7 Years Ago
Fixed not being able change unlock mode if unlock mode is on default value Added a stockpiles unlock definition to unlock the stockpile buildings Fixed a bold tag typo in the the crafting widget
7 Years Ago
Fixed weird directional light angle Time of Day manager now has a IsNight method for more consistent night behaviour Chest now drops a torch if it's night time
7 Years Ago
Reparented torch to shield Shield breaks on first hit but blocks damage
7 Years Ago
TOD items get notifications when the game starts
7 Years Ago
More TOD stuff
7 Years Ago
More TOD stuff
7 Years Ago
TOD Stuff Neon materials TOD Manager now has access to the post process volume and changes bloom intensity over time (need bloom at night for neon) More neon stuff
7 Years Ago
Blackboard can store quaternions Reenabled rotation support for item placement
7 Years Ago
All Set Destination modes can now specify a desired distance to stop at (previously only some modes exposed this option) All preexisting actions that didn't previously have access to the distance field have had their distance set to 0 to ensure identical behaviour (newly created actions will default to 1 unit) Added a new GoToBlackboardPosition(Distance1) so that units placing items don't stand directly on top of the location they are placing their item
7 Years Ago
Time now increments 2 hours if a gate is opened Slowed down time movement Some cleanup
7 Years Ago
More time of day stuff Added an event receiver to get time updates on any actor Wall torch now turns off during the day and turns on at night
7 Years Ago
More Time of Day stuff Test map now fully cycles between light and dark
7 Years Ago
Can now specify whether buildings should be constructed or not when spawning them via the debug menu
7 Years Ago
Item placement skips rotation placement (rotation is driven by placement parameters) Item preview is now instantiated from the current item view (fixes torch placement preview having a light enabled when held torch isn't lit)
7 Years Ago
Some time of day wip stuff Hit p to increase time of day by an hour, it's super fast right now
7 Years Ago
Suppressed leaderboard in editor again Some cleanup, more animation physics
7 Years Ago
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
7 Years Ago
unsaved changes
7 Years Ago
More item placement stuff, reverted to command generation method that I accidentally broke earlier Some more trap logic Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)
7 Years Ago
More item placement stuff (chalk material, colour changes, better cancel placement)
7 Years Ago
Hooked up physical animation on weapon impacts Looks a little janky right now Fixed AI Character health bars persisting after a unit died Was visible if they fell off the edge of the level
7 Years Ago
Some WIP carryable torch stuff
7 Years Ago
Basic first pass on better item placement logic
7 Years Ago
Remove IsEditor check for now -might fix compiling?
7 Years Ago
(Hopefully) fixed God Mode in builds again
7 Years Ago
Added a custom Is Running In Editor bp node Never added custom c++ in Unreal, so hopefully this isn't a complete trainwreck God Mode should now only be accessible in the editor
7 Years Ago
Some unsaved changes
7 Years Ago
Some WIP volume settings in the options menu Exposed Music, Effects and UI volume control Can mute or double the default volume for each volume control
7 Years Ago
Units no longer play the getup animation when seen in the unit portrait manager
7 Years Ago
Floating health bar population now happens via an event delegate Added an OnHealthModified event to CharacterBase Floating Health Bar now just subscribes to that Fixes incorrect starting health bar value being applied to enmies over the default hp (big sword guys)
8 Years Ago
Cleaned up some logs
8 Years Ago
Combat Changes -Attack Montage speed is now controlled by an Attack Hold system that triggers on AntStart and holds for 0.7s -If an enemy is attacked while in an Attack Hold they are staggered -Characters can now be hit while dodging, their physics asset collision is being used as the hitbox
8 Years Ago
Fixed melee AI looking at target while at long range